Unity C++ Native Plugin Examples

Unity scripting environment runs C# Mono container which supports native C/C++ plugins with Mono PInvoke. This allows easy integration of native library functions to both pass and receive data between Unity managed C# and native platform code.

Basic concept is simple. Native function descriptor that specify calling convention and dynamically loaded library (DDL) tell Mono how it’s parameters and returns values should be converted. Mono handles things mostly automatically from there on.

Some care is required to do this efficiently. C# PInvoke defines marshaling as a protocol to serialize and deserialize managed objects back and forth towards native code. This may generate lot of overhead. Mono garbage collector might accidentally destroy memory of an object while it’s used in the native code space.

Example C++ code is for a native Win32 plugin but is trivial to port to any platform.

Basic Data

Passing simple integral types, integers and arrays of them is straightforward.

Native c code.

extern "C" {

#define PLUGINEX(rtype) UNITY_INTERFACE_EXPORT rtype UNITY_INTERFACE_API

    PLUGINEX(int) ReturnInt()
    {
        return 0xBABE;
    }

    PLUGINEX(void) AcceptArray1(char *arr, int length)
    {
        for (int i = 0; i < length; i++) {
           arr[i] = 'A' + i;
        }
    }
}

C# declarations and example calling code.

[DllImport("ptest")]
private static extern int ReturnInt();

[DllImport("ptest")]
private static extern void AcceptArray1([In, Out] byte[] arr, int length);

void TestIntegral() {
    // return int
    print(ReturnInt());

    // accept byte array, uses marshaling to pass array back and forth
    byte[] arr1 = { 0, 0, 0 };
    AcceptArray1(arr1, arr1.Length);
    for (int i = 0; i < arr1.Length; i++)
    {
        print("arr" + i + "=" + arr1[i]);
    }
}
Strings

Strings are passed and returned as character arrays. It’s possible to use automatic marshaling conversions and return dynamically allocated strings that will be automatically deallocated.

Native c code.

extern "C" {

#define PLUGINEX(rtype) UNITY_INTERFACE_EXPORT rtype UNITY_INTERFACE_API

	PLUGINEX(bool) AcceptStr(LPCSTR pStr)
	{
		return !strcmp(pStr, "FOO");
	}
	PLUGINEX(LPSTR) ReturnDynamicStr()
	{		
		LPSTR str = (LPSTR)CoTaskMemAlloc(512);
		strcpy_s(str, 512, "Dynamic string");
		return str;
	}

	PLUGINEX(LPCSTR) ReturnConstStr()
	{		
		return "Constant string";
	}
}

C# declarations and example calling code.

[DllImport("ptest")]
private static extern bool AcceptStr([MarshalAs(UnmanagedType.LPStr)] string ansiStr);

// automatically deallocates the return string with CoTaskMemFree
[DllImport("ptest")]
[return: MarshalAs(UnmanagedType.LPStr)]
private static extern string ReturnDynamicStr();

[DllImport("ptest")]
private static extern IntPtr ReturnConstStr();


void TestStrings() {
    // accept string
    bool r1 = AcceptStr("BAR");
    bool r2 = AcceptStr("FOO");
    print("r1=" + r1); // r1=false
    print("r2=" + r2); // r1=true

    // return dynamically allocated string
    string s1 = ReturnDynamicStr();
    print("s1=" + s1);

    // return constant string
    string s2 = Marshal.PtrToStringAnsi(ReturnConstStr());
    print("s2=" + s2);
}
Arrays

Both dynamic and constant arrays can be supported but some helper functions are needed.

Native c code.

extern "C" {

#define PLUGINEX(rtype) UNITY_INTERFACE_EXPORT rtype UNITY_INTERFACE_API

	PLUGINEX(void) AcceptArray1(char *arr, int length)
	{
		for (int i = 0; i < length; i++) {
			arr[i] = 'A' + i;
		}
	}

	PLUGINEX(void) AcceptArray2(char *arr, int length)
	{
		for (int i = 0; i < length; i++) {
			arr[i] = 'A' + i;
		}
	}

	PLUGINEX(int) AcceptStrArray(const char* const *strArray, int size)
	{
		int total = 0;
		for (int i = 0; i < size; i++) {
			auto str = strArray[i];
			total += (int)strlen(str);
		}
		// return total length of the strings in the array to demonstrate that
		// it was passed correctly
		return total;
	}

	PLUGINEX(LPBYTE) ReturnDynamicByteArray(int &pSize)
	{
		pSize = 0xFF;
		LPBYTE pData = (LPBYTE)CoTaskMemAlloc(pSize);

		// fill with example data
		for (int i = 0; i < pSize; i++) {
			pData[i] = i + 1;
		}

		return pData;
	}

	PLUGINEX(LPSTR*) ReturnDynamicStrArray(int &pSize)
	{
		// Allocate an array with pointers to 3 dynamically allocated strings
		pSize = 3;
		LPSTR* pData = (LPSTR*)CoTaskMemAlloc((pSize)*sizeof(LPSTR));		
		pData[0] = (LPSTR)CoTaskMemAlloc(128);
		pData[1] = (LPSTR)CoTaskMemAlloc(128);
		pData[2] = (LPSTR)CoTaskMemAlloc(128);

		strcpy_s(pData[0], 128, "String 1");
		strcpy_s(pData[1], 128, "String 2");
		strcpy_s(pData[2], 128, "String 3");

		return pData;
	}
}

C# declarations and example calling code.


[DllImport("ptest")]
private static extern void AcceptArray1(IntPtr arr, int length);

[DllImport("ptest")]
private static extern void AcceptArray2(IntPtr arr, int length);

[DllImport("ptest")]
private static extern int AcceptStrArray(IntPtr array, int size);

[DllImport("ptest")]
private static extern IntPtr ReturnDynamicByteArray(ref int size);

[DllImport("ptest")]
private static extern IntPtr ReturnDynamicStrArray(ref int size);

///// Helper functions for marshalling /////

// Convert and copy array of strings to raw memory
private static IntPtr MarshalStringArray(string[] strArr)
{
    IntPtr[] dataArr = new IntPtr[strArr.Length];
    for (int i = 0; i < strArr.Length; i++)
    {
        dataArr[i] = Marshal.StringToCoTaskMemAnsi(strArr[i]);
    }
    IntPtr dataNative = Marshal.AllocCoTaskMem(Marshal.SizeOf(typeof(IntPtr)) * strArr.Length);
    Marshal.Copy(dataArr, 0, dataNative, dataArr.Length);

    return dataNative;
}

// Decodes string array from raw pointer
private static string[] MarshalStringArray(IntPtr dataPtr, int arraySize)
{
    var dataPtrArray = new IntPtr[arraySize];
    var strArray = new String[arraySize];
    Marshal.Copy(dataPtr, dataPtrArray, 0, arraySize);
    for (int i = 0; i < arraySize; i++)
    {
        strArray[i] = Marshal.PtrToStringAnsi(dataPtrArray[i]);
        Marshal.FreeCoTaskMem(dataPtrArray[i]);
    }
    Marshal.FreeCoTaskMem(dataPtr);
    return strArray;
}

// Dellocates encoded string array
private static void CleanUpNativeStrArray(IntPtr dataPtr, int arraySize)
{
    var dataPtrArray = new IntPtr[arraySize];
    Marshal.Copy(dataPtr, dataPtrArray, 0, arraySize);
    for (int i = 0; i < arraySize; i++)
    {
        Marshal.FreeCoTaskMem(dataPtrArray[i]);
    }
    Marshal.FreeCoTaskMem(dataPtr);
}

void TestArrays() {

    // accept byte array, uses marshalling to pass array back and forth
    byte[] arr1 = { 0, 0, 0 };
    AcceptArray1(arr1, arr1.Length);
    for (int i = 0; i < arr1.Length; i++)
    {
        print("arr" + i + "=" + arr1[i]);
    }

    // accept byte array, passes no-copy raw memory pointer
    byte[] arr2 = { 0, 0, 0 };
    GCHandle h = GCHandle.Alloc(arr2, GCHandleType.Pinned);
    AcceptArray2(h.AddrOfPinnedObject(), arr2.Length);
    for (int i = 0; i < arr2.Length; i++)
    {
        print("arr" + i + "=" + arr2[i]);
    }
    h.Free();

    // return dynamically allocated byte array
    int arraySize = 0;
    IntPtr dataPtr = ReturnDynamicByteArray(ref arraySize);
    byte[] data = new byte[arraySize];
    Marshal.Copy(dataPtr, data, 0, arraySize);
    Marshal.FreeCoTaskMem(dataPtr); // deallocate unmanaged memory
    print("data["+arraySize+"] = [" + data[0] + ", " + data[1] + ", " + data[2] + ",...]");

    // return dynamically allocated string array
    arraySize = 0;
    dataPtr = ReturnDynamicStrArray(ref arraySize);
    String[] strArray = MarshalStringArray(dataPtr, arraySize);
    print("strArray["+arraySize+"] = [" + String.Join(",", strArray) + "]");

    // string array as parameter
    dataPtr = MarshalStringArray(new String[] { "foo1", "foo2", "foo3" });
    int len = AcceptStrArray(dataPtr, arraySize);
    print("len=" + len);
    CleanUpNativeStrArray(dataPtr, arraySize);

}
Structures and Arrays of Structures

Array handling is similar to the string arrays. Most objects can be passed as is but if they have array properties those must be of fixed size.

Native c code.

extern "C" {

#define PLUGINEX(rtype) UNITY_INTERFACE_EXPORT rtype UNITY_INTERFACE_API

	struct ExampleStruct {
		INT16 val1;
		INT32 array1[3];
		INT16 array2len;
		INT32 array2[10];
		LPSTR str1;
	};

	PLUGINEX(int) AcceptStruct(ExampleStruct &s)
	{
		// Modify struct
		s.val1 -= 1111;
		for (int i= 0; i < 3; i++) {
			s.array1[i] += 1;			
		}
		for (int i = 0; i < s.array2len; i++) {
			s.array2[i] += 10;
		}
		// return length of the string in the argument struct to demonstrate that
		// it was passed correctly
		return (int)strlen(s.str1);
	}

	struct ExamplePoint {
		FLOAT x;
		FLOAT y;
		FLOAT z;
	};

	PLUGINEX(ExamplePoint *) ReturnArrayOfPoints(int &size)
	{
		size = 4;
		ExamplePoint *pointArr = (ExamplePoint*)CoTaskMemAlloc(sizeof(ExamplePoint) * size);

		// fill with some example data
		for (int i = 0; i < size; i++) {
			pointArr[i] = { i + 0.1f, i + 0.2f, i + 0.3f };
		}
		return pointArr;
	}

	// this return type is blittable
	// https://stackoverflow.com/questions/10320502/c-sharp-calling-c-function-that-returns-struct-with-fixed-size-char-array
	//
	PLUGINEX(ExamplePoint) ReturnStruct()
	{		
		return { 1, 2, 3 };
	}	
}

C# declarations and example calling code.

[StructLayout(LayoutKind.Sequential)]
public struct ExamplePoint
{
    public float x;
    public float y;
    public float z;

    // for debugging
    public override String ToString()
    {
        return "{" + x + ","+ y + "," + z + "}";
    }
}

[DllImport("ptest")]
private static extern IntPtr ReturnArrayOfPoints(ref int size);

[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct ExampleStruct
{
    public UInt16 val1;
    [MarshalAsAttribute(UnmanagedType.ByValArray, SizeConst = 3)]
    public UInt32[] array1;
    public UInt16 array2len;
    [MarshalAsAttribute(UnmanagedType.ByValArray, SizeConst = 10)]
    public UInt32[] array2;
    [MarshalAs(UnmanagedType.LPStr)]
    public string str1;
}

[DllImport("ptest")]
private static extern int AcceptStruct(ref ExampleStruct s);

[DllImport("ptest")]
private static extern ExamplePoint ReturnStruct(); 


void TestStructures() {
    // Structure as parameter
    ExampleStruct s = new ExampleStruct
    {
        val1 = 9999,
        array1 = new UInt32[3],
        array2 = new UInt32[10]
    };
    s.array1[0] = 1;
    s.array1[1] = 2;
    s.array1[2] = 3;
    s.array2len = 5;
    s.array2[0] = 10;
    s.array2[1] = 11;
    s.array2[2] = 12;
    s.array2[3] = 13;
    s.array2[4] = 14;
    s.str1 = "Cat is a feline";

    len = AcceptStruct(ref s);
    print("s.val1=" + s.val1 + " len=" + len);

    // return struct
    ExamplePoint p = ReturnStruct();

    // Marshal array of point objects
    arraySize = 0;
    dataPtr = ReturnArrayOfPoints(ref arraySize);
    ExamplePoint[] pointArr = new ExamplePoint[arraySize];

    // memory layout
    // |float|float|float|float|float|float|float|float|float|float..
    // |   ExamplePoint0 |   ExamplePoint1 |   ExamplePoint2 |
    int offset = 0;
    int pointSize = Marshal.SizeOf(typeof(ExamplePoint));
    for(int i=0; i < arraySize; i++)
    {
        pointArr[i] = (ExamplePoint)Marshal.PtrToStructure(new IntPtr(dataPtr.ToInt32() + offset), typeof(ExamplePoint));
        offset += pointSize;
    }
    print("pointArr["+arraySize+"]=["+pointArr[0]+", "+pointArr[1]+",...]");
    Marshal.FreeCoTaskMem(dataPtr);

}

Many of these examples can be done in cleaner way using MarshalAsAttribute. Code above does show what is happening under the hood.

Get full implementation ftom https://github.com/tikonen/blog/tree/master/unityplugin

Unity Debug.Log with multiple arguments

Javascript has neat debugging function console.log that accepts multiple variables which makes easy to compose and modify debug output. It’s easy to do same kind of utility script for the Unity.

public class Console
{
    public static void Log(params object[] a)
    {
        var s =a[0].ToString();
        for ( int i = 1; i < a.Length; i++ ) {
            s += " ";
            s += a[i].ToString();
        }
        Debug.Log(s);
    }
}

Now it’s easy to write debug strings like this

var i = 4;
var a = "the";
Console.Log("Hello", i, a, "World");
// => "Hello 4 the World"

Instead of this crappy string concatenation..

var i = 4;
var a = "the";
Debug.Log("Hello " + i.ToString() + " " + a + "World");
// "Hello 4 theWorld" .. forgot one space :(

Quickstart for SQLite in Unity

I had some troubles setting up SQLite for my Unity project for Android and iOS app. Let’s hope this quickstart helps you faster up to speed with your mobile app.

DISCLAIMER. This example is for OS/X development environment and Android and iOS builds. Never tried this for Windows but I guess installing sqlite3.dll should do the trick.

Step 1. Get wrapper API

First, get the SQLite library by @busta117 from Github: https://github.com/Busta117/SQLiteUnityKit

Step 2. Copy API files on your project

Copy the DataTable.cs and SqliteDatabase.cs somewhere under your projects Assets/Scripts/ folder. If you build also for android, then copy libsqlite3.so in your projects Assets/Plugins/Android/ folder. iOS does not need plugin as it has native support for sqlite.

Step 3. Create default database

This is the database that should contain the tables you need with any default data you may want to have. Default database is used to bootstrap the actual in app database.

Create folder Assets/StreamingAssets/. Then create your default template database with sqlite3.

$ sqlite3 Assets/StreamingAssets/default.db
SQLite version 3.8.8.3 2015-02-25 13:29:11
Enter ".help" for usage hints.
sqlite> create table example (
   ...> name string,
   ...> dummy int
   ...> );
sqlite> .schema example
CREATE TABLE example (
name string,
dummy int
);
sqlite> insert into example values ("hello world", 1);
sqlite> select * from example;
hello world|1
sqlite>.quit
$

Now you have default database and your project should have files like these.

./Assets/Plugins/Android/libsqlite3.so
./Assets/Scripts/SQLiteUnityKit/DataTable.cs
./Assets/Scripts/SQLiteUnityKit/SqliteDatabase.cs
./Assets/StreamingAssets/default.db

Step 4. Database initialization code.

Initialize the database in your main scripts Awake() method. This checks if database already exists and if not, it copies the default db as template.


SqliteDatabase sqlDB;

void Awake() 
{
    string dbPath = System.IO.Path.Combine (Application.persistentDataPath, "game.db");
    var dbTemplatePath = System.IO.Path.Combine(Application.streamingAssetsPath, "default.db");

    if (!System.IO.File.Exists(dbPath)) {
        // game database does not exists, copy default db as template
        if (Application.platform == RuntimePlatform.Android)
        {
            // Must use WWW for streaming asset
            WWW reader = new WWW(dbTemplatePath);
            while ( !reader.isDone) {}
            System.IO.File.WriteAllBytes(dbPath, reader.bytes);
        } else {
            System.IO.File.Copy(dbTemplatePath, dbPath, true);
        }		
    }
    sqlDB = new SqliteDatabase(dbPath);
}

You can use the script execution order setting to ensure that this code is always executed first.

Step 5. Use the database!

API supports normal selects, inserts and updates.

var result = sqlDB.ExecuteQuery("SELECT * FROM example");
var row = result.Rows[0];
print("name=" + (string)row["name"]);
print("dummy=" + (int)row["dummy"]);

API is simple to use, check detailed documentation from the https://github.com/Busta117/SQLiteUnityKit.

Class Persistence in Unity

Games need to store some persistent data like high scores and progress between the game sessions. Fortunately Unity gives us PlayerPrefs class that is essentially a persistent hash map.

Reading and writing values with PlayerPrefs is as simple as calling get and set.

// saving data
PlayerPrefs.SetInt("foobar", 10);
PlayerPrefs.SetString("something", "foo");
PlayerPrefs.Save();
...
// reading data
if(PlayerPrefs.HasKey("foobar")) {
    int foo = PlayerPrefs.GetInt("foobar");
}

It has its limitations, only strings and numbers can be stored and that makes more complex data lot more difficult to maintain.

What we can do is to write simple utility that can be used to serialize classes to strings that can then be read and written with PlayerPrefs. SerializerUtil is static class with two methods to Load and Write object. In case loading fails it returns default value of the data, usually null.

using System;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;

public static class SerializerUtil {
	static BinaryFormatter bf = new BinaryFormatter ();
	
	public static T LoadObject<T>(string key)
	{
		if (!PlayerPrefs.HasKey(key))
			return default(T);
		
		try {	
			string tmp = PlayerPrefs.GetString(key);
			MemoryStream dataStream = new MemoryStream(Convert.FromBase64String(tmp));
			return (T)bf.Deserialize(dataStream);
			
		} catch (Exception e) {
			Debug.Log("Failed to read "+ key+ " err:" + e.Message);
			return default(T);
		}				
	}
	
	public static void SaveObject<T>(string key, T dataObject)
	{
		MemoryStream memoryStream = new MemoryStream ();
		bf.Serialize (memoryStream, dataObject);
		string tmp = Convert.ToBase64String (memoryStream.ToArray ());
		PlayerPrefs.SetString ( key, tmp);
	}
}

To load and save your classes, declare them as Serializable.

[Serializable]
public class PlayerData {
	public int points;
	public string name; 		
}

You can then easily store instances of the class.

var data = new PlayerData();
data.points = 50;
data.name = "Teemu";

SerializerUtil.SaveObject("player1", data);

Reading classes is also simple

PlayerData data;
data = SerializerUtil.LoadObject<PlayerData>("player1");
// data.points is 50
// data.name is "Teemu"

Classes can be also more complicated, you can add member functions and also exclude some member variables from serialization. It’s also possible to define member function that will be called after serialization, it’s good way to init class after deserialization from disk.

[Serializable]
public class PlayerData : IDeserializationCallback {
	public int points;
	public string name;
    
	// serialization ignores this member variable
	[NonSerialized] Dictionary<int, int> progress = new Dictionary<int, int>();

	// constructor is called only on new instances
	public PlayerData() {
		points = 0;
		name = "Anon";
	}
	
	// serializable class can have member methods as usual
	public bool ValidName() 
	{
		return name.Trim().Length > 4; 
	}

	// Called only on deserialized classes
	void IDeserializationCallback.OnDeserialization(System.Object sender) 
	{
	    // do your init stuff here
	    progress = new Dictionary<int, int>();	
	}
}

Caveats

This serialization does not support versioning. You can not read the stored instance anymore if you change the class members as the LoadObject will fail to deserialize the data.

You need to add following environment variable to force Mono runtime to use reflection instead JIT. Otherwise the serialization will fail on iOS devices. Do this before doing any loading or saving of classes.

void Awake() {
    Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
    ...

Lightweight CSV reader for Unity

Managing game data in Unity scene objects can get really painful especially when more than one people needs to edit the same thing. It’s usually better to have some data in CSV file where it can be controlled centrally.

When facing this problem I couldn’t find CSV reader for Unity that would have been exactly what I need. i.e. not be very buggy, huge or require new assembly dependencies.
So here is very simple CSV reader for Unity. It is bare bones but still robust enough parse quoted text and comma’s inside text. Reader assumes that csv files are in Resources folder of your Unity project.

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;

public class CSVReader
{
	static string SPLIT_RE = @",(?=(?:[^""]*""[^""]*"")*(?![^""]*""))";
	static string LINE_SPLIT_RE = @"\r\n|\n\r|\n|\r";
	static char[] TRIM_CHARS = { '\"' };

	public static List<Dictionary<string, object>> Read(string file)
	{
		var list = new List<Dictionary<string, object>>();
		TextAsset data = Resources.Load (file) as TextAsset;

		var lines = Regex.Split (data.text, LINE_SPLIT_RE);

		if(lines.Length <= 1) return list;

		var header = Regex.Split(lines[0], SPLIT_RE);
		for(var i=1; i < lines.Length; i++) {

			var values = Regex.Split(lines[i], SPLIT_RE);
			if(values.Length == 0 ||values[0] == "") continue;

			var entry = new Dictionary<string, object>();
			for(var j=0; j < header.Length && j < values.Length; j++ ) {
				string value = values[j];
				value = value.TrimStart(TRIM_CHARS).TrimEnd(TRIM_CHARS).Replace("\\", "");
				object finalvalue = value;
				int n;
				float f;
				if(int.TryParse(value, out n)) {
					finalvalue = n;
				} else if (float.TryParse(value, out f)) {
					finalvalue = f;
				}
				entry[header[j]] = finalvalue;
			}
			list.Add (entry);
		}
		return list;
	}
}

Drop this in your Scripts folder as CSVReader.cs and make folder Resources under your Assets folder. Put there any CSV files you want to use.

Example CSV file example.csv in Resources folder.

name,age,speed,description
cat,2,4.5,"cat stalks, jumps and meows"
dog,2,5.5,dog barks
fish,1,1.1,fish swims

How to use

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Main : MonoBehaviour {

	void Awake() {

		List<Dictionary<string,object>> data = CSVReader.Read ("example");

		for(var i=0; i < data.Count; i++) {
			print ("name " + data[i]["name"] + " " +
			       "age " + data[i]["age"] + " " +
			       "speed " + data[i]["speed"] + " " +
			       "desc " + data[i]["description"]);
		}

	}

	// Use this for initialization
	void Start () {
	}

	// Update is called once per frame
	void Update () {

	}
}

See full example code in Github: https://github.com/tikonen/blog/tree/master/csvreader