Unity3D/Godot/NativeAOT Inspiration: Unity3D uses a similar pattern to bridge its runtime with .NET, leveraging a custom runtime host. #110807
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DeafMan1983
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Hello I am looking for my own app - I want communicate my net assembly ( example mylibrary.dll is net assembly and myapp is compiled with NativeAOT + c/cpp because mylibrary.dll need to pass like P/Invoke
[DllImport("__internal")]
or what is access of implementation like UnityEngine or GodotSharp. I want to know about communication or bridge.PS: I am working on Linux Mint.
If you have some experience about Host Net Runtime (
hostfxr.h
) and other header from Dotnet SDK - I expect that Dotnet SDK has this. But I already installed.How do I add in Dotnet application ( myapp )
Example mylibrary shouldn't show everyone to dotnet because it works for custom runtime, correct like Unity3D or Godot, if I understand correctly.
mylibrary has function like
Class: Runtime.cs
-> static function:
public static bool CheckMyApp() { ... }
<- Check current runtime!public static string ShowRuntimeMyApp() { ... }
<- Shows your current custom runtime!But I have tried to find Google's Search machine. Some misunderstanding...
And I try to ask ChatGPT but it seems crazy because it works like
Assembly.Load
orActivator.CreateDelegate
- That is false for modern Dotnet 8/9.myapp <- Custom runtime with NativeAOT
mylibrary.dll <- Net assembly
myhellolib.dll <- Net assembly with reference mylibrary.dll
Than I want run myapp with myhellolib.dll with output like this:
What does it happen who missed to run myapp?
Is it realistically like Godot or Unity3D?
Thanks!
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