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Does it support IOS and Android? #50
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Hey! I never tested before. Please, if you can test it, let me know if it
works.
Thank you for your suggestion.
Be in mind that ImGui has some issues in your core related to mobile
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I've just tested on android. It doesn't render anything. Later I'll check the logs |
So the error is in loading cimgui.dll on android: 2023/08/11 16:37:47.683 18317 18338 Error Unity DllNotFoundException: Unable to load DLL 'cimgui'. Tried the load the following dynamic libraries: Unable to load dynamic library 'cimgui' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "cimgui" not found |
Same here works flawlessly inside the editor but won't render any uimgui once build ( app runs fine on its own ) tried including the .so with x86 & armv7 file from ImGui.NET-nativebuild/releases ( although I suspect the versions are way off ) , tried both mono and cpp build but still no luck , not very versed with native plugins , maybe someone could figure it out here are a few links I came across : DllNotFoundException on Android , Create a .jar from a .dll Edit: also tied this older repository which you based yours on ? which had .so files , it's also doesn't work in build - nothing is getting renderer and the console complains about missing dll's as well. |
Also tried building my own |
Disclaimer: this is a guess. I read the description of what you did by the link in your last comment, and I think it won't work like that in Unity. If this guess is correct then you might probably have success with:
In that case the whole project, including the linking information for the native libraries is going to be produced and managed by Unity, which should allow it to correctly include the libraries in the build, and be able to resolve them in runtime. A brief article with generic steps, just for reference: https://matiaslavik.wordpress.com/2021/01/21/cross-platform-native-plugins-in-unity/ |
Hi everyone! I tried to compile cimgui for android arm32/64 as a separate .so file and it worked out of the box. First of all I've compiled the cimgui for a correct version of imgui used in this repo 1.90.1:
@psydack Do you have any info on how to fix that incorrect colors on android (I am using only OpenGL unity backend) and it seems their's a problem with the transparency |
can you share the .so file ? |
Here you go, arm32 and arm64 versions attached |
I've tested this in my project and it's pretty much plug and play! The colors are indeed a bit off but it's working. Thank you @rbetik12 for providing the .so files! |
Now we need someone to test that on iOS |
apk on the Quest-2 crashes , no unity errors / logcat doesn't show any errors - no clue how to check what's going on |
I guess you can try compiling .so files by yourself, using specific SDK Quest-2 uses |
yeah already did try before a few times ( without any luck ) , thanks for sharing the Would you mind sharing a your build process - step by step including all the tools and flags you have used ? Curious to try your method - because your |
Have you tried disabling in Project Settings > Player > Other Settings > Script define symbols > Apply > Restart Unity Editor. UIMGUI_REMOVE_IMPLOT Also do you have any callstacks related to crash? |
That's the odd part , there aren't any errors , tried building in dev mode with untiy debugger , tried watching logcat , it simply quits as soon as i enable the imgui panel ( which seems to work fine in editor ) I'll try building with those define symbols , hopefully something will show up |
I want to use it in my project immediately, but I don't know if ios and android are supported?
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