• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by vexe · May 04, 2014 at 01:34 PM · reflectionc++internal

Where do methods mocked with [WrapperlessIcall] [MethodImpl(MethodImplOptions.InternalCall)] end up?

A lot of the time when reflecting Unity's assemblies, we see dead ends like this:

 // UnityEditor.SerializedObject
 [WrapperlessIcall]
 [MethodImpl(MethodImplOptions.InternalCall)]
 internal extern void Cache(int instanceID);

Where does this go from here? - To the C++ side? If so, where is this 'C++ side' located? is it baked into Unity.exe or something? How can we inspect further?

Thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
6
Best Answer

Answer by wibble82 · May 05, 2014 at 06:38 PM

Some go straight to the c++ side, some are calling dot net functions internal to unity. Either way, it will be calling into code that is built into the unity player (which is unity.exe when running the editor). You unfortunately can't dig into them though as far as I know - I'd love to stand corrected on that though!

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image vexe · May 05, 2014 at 06:45 PM 0
Share

Thanks for your answer. Yeah I figured, just wanted to see if somebody has something else to say.

avatar image jzq740176597 · Jul 29, 2016 at 06:34 AM 0
Share

Some go straight to the c++ side, some are calling dot net functions internal to unity. Either way, it will be calling into code that is built into the unity player

Along with your way,Either way,for windows standalone publish from unity5, for the publish game to run all the stuff will go along with it. so either build into the exe or the dll inside ***_data folder will be there ,SO which is it ? or can you give further info? (I'm not do something wrong just for study) thanks in advance!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

23 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Stream bytes from unmanaged C++ to Unity ? 1 Answer

How do I open editor windows using internal methods? 2 Answers

Reflection code to test method override not working after updating Unity from 2017.1.0p4 to 2018.1.0f2 1 Answer

il2cpp generics and overloads 0 Answers

How do you globally (per project) occlude specular highlights (probes and basic specular) using a baked lightmap (to fake specular occlusion)? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges