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DLLNotFoundException: nativesensors is no real problem.

DLLNotFoundException: nativesensors is no real problem.

by Stefan on Jul 1st, 2013 23:39 PM

DLLNotFoundException: nativesensors

This message appears because the plugin is usable in Android only. the editor does not find the DLL on Windows or Mac because there is no plugin for that.
When you compile this project for the Phone there is no such error and the head tracking works.


Does anybody know how to fix it so the error message does not show up in the editor ?

Stefan

Posts: 129

Joined: 30.06.2013

dive-owner


Re: DLLNotFoundException: nativesensors is no real problem.

by kwx on Aug 3rd, 2013 01:55 AM

To get rid of the message, you need to check for #if UNITY_EDITOR first. The editor apparently treats all other conditionals as true: http://docs.unity3d.com/Documentation/M ... ation.html

For example:

<br />#if UNITY_EDITOR<br />  &#46;&#46;&#46; nothing, or stub code for non-Android mode<br />#elif UNITY_ANDROID<br />   &#46;&#46;&#46; Android specific code<br />#endif<br />

kwx

Posts: 13

Joined: 19.07.2013


Re: DLLNotFoundException: nativesensors is no real problem.

by Stefan on Aug 7th, 2013 20:28 PM

The issue is fixed in the newest version of the Dive Unity Plugin and Dive Unity Demo Project.

Stefan

Posts: 129

Joined: 30.06.2013

dive-owner


Re: DLLNotFoundException: nativesensors is no real problem.

by Tekked on Jul 13th, 2024 09:45 AM

Implement Platform-Specific Checks: In your code, you can check the current platform and only use the native sensors plugin when the application is running on Android. This will prevent the plugin from being accessed on other platforms, avoiding the DLLNotFoundException error.
Here's an example of how you can implement this:


#if UNITY_ANDROID
<br />using NativeSensors;
<br />#endif
<br />
<br />public class HeadTrackingController : MonoBehaviour
<br />{
<br />&nbsp; &nbsp; void Start()
<br />&nbsp; &nbsp; {
<br />#if UNITY_ANDROID
<br />&nbsp; &nbsp; &nbsp; &nbsp; // Initialize and use the native sensors plugin
<br />&nbsp; &nbsp; &nbsp; &nbsp; NativeSensorsManager.Instance.Initialize();
<br />#endif
<br />&nbsp; &nbsp; }
<br />
<br />&nbsp; &nbsp; void Update()
<br />&nbsp; &nbsp; {
<br />#if UNITY_ANDROID
<br />&nbsp; &nbsp; &nbsp; &nbsp; // Use the native sensors plugin to get head tracking data
<br />&nbsp; &nbsp; &nbsp; &nbsp; var headPose = NativeSensorsManager.Instance.GetHeadPose();
<br />&nbsp; &nbsp; &nbsp; &nbsp; // Use the head pose data in your application
<br />#endif
<br />&nbsp; &nbsp; }
<br />}
<br />



Use Preprocessor Directives: Alternatively, you can use preprocessor directives to conditionally compile the code that uses the native sensors plugin. This way, the code that references the plugin will only be included when the application is being built for the Android platform.

Bubble shooter
#if UNITY_ANDROID
<br />using NativeSensors;
<br />#endif
<br />
<br />public class HeadTrackingController : MonoBehaviour
<br />{
<br />&nbsp; &nbsp; void Start()
<br />&nbsp; &nbsp; {
<br />#if UNITY_ANDROID
<br />&nbsp; &nbsp; &nbsp; &nbsp; NativeSensorsManager.Instance.Initialize();
<br />#endif
<br />&nbsp; &nbsp; }
<br />
<br />&nbsp; &nbsp; void Update()
<br />&nbsp; &nbsp; {
<br />#if UNITY_ANDROID
<br />&nbsp; &nbsp; &nbsp; &nbsp; var headPose = NativeSensorsManager.Instance.GetHeadPose();
<br />&nbsp; &nbsp; &nbsp; &nbsp; // Use the head pose data in your application
<br />#endif
<br />&nbsp; &nbsp; }
<br />}
<br />


By implementing these changes, the code that references the native sensors plugin will only be included and executed when the application is running on the Android platform, preventing the DLLNotFoundException error from appearing in the editor.

Tekked

Posts: 2

Joined: 22.12.2023


Re: DLLNotFoundException: nativesensors is no real problem.

by fwe2322 on Jul 14th, 2024 01:11 AM

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fwe2322

Posts: 122

Joined: 25.04.2024


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