I'm trying to have C++ source code in my project compiled when I build it instead of having a library instead to avoid the performance costs of P/Invoke.
Following the instructions here:
https://docs.unity3d.com/2019.3/Documentation/Manual/macOSPlayerCPlusPlusSourceCodePluginsForIL2CPP.html
I've got the C++ code in Assets/Plugins/Mac/x86_64/NativeFunctions.cpp and the import settings set to Standalone/Mac OS X x64.
When I try to build and run I get this error (and warning):
[ERROR] FATAL UNHANDLED EXCEPTION: Unity.IL2CPP.Building.BuilderFailedException: /Users/....../project/Temp/StagingArea/Data/il2cppOutput/NativeFunctions.cpp:1:15: error: '__declspec' attributes are not enabled; use '-fdeclspec' or '-fms-extensions' to enable support for __declspec attributes
extern "C" __declspec(dllexport) int __stdcall CountLettersInString(wchar_t* str)
^
/Users/...../project/Temp/StagingArea/Data/il2cppOutput/NativeFunctions.cpp:1:41: warning: '__stdcall' calling convention is not supported for this target [-Wignored-attributes]extern "C" __declspec(dllexport) int __stdcall CountLettersInString(wchar_t* str)
^
1 warning and 1 error generated.
I'm using Unity 2020.1.8f1 on OS X 10.15.7.
Is there anyway I'm able to customize the compiler's arguments? Specifically so I can add -fdeclspec to the clang++ invocation.
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