No REAL Documentation?
Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 20/100
- Issue type
- Documentation
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- c, unity
- Domain
- computer-graphics, documentation
Research direction
Start with the Native Plugin Interface documentation and the linked Vulkan example, then review the Unity forum thread for the unanswered questions. The issue covers resource access modes across DX11, DX12, and Vulkan and debug-layer support; it is complete only when those behaviors are documented clearly.
Written by the indexing model from the issue text.
Description
Since info provided here and at:
https://docs.unity3d.com/Manual/NativePluginInterface.html
is extremely scarce I started a thread at Unity forum:
https://forum.unity.com/threads/native-plugin-documentation-is-lacking.1220007/
Is IUnityInterface actually meant to be used at any professional capacity or was it meant for enthusiast to try and deduce everything from header files and very simple examples?
At one point in the Vulkan example it says:
// can't use GPU transfer here because is not marked as transfer src
No part of the documentations actually mentions what mode of access is supported by all the different resources in all the APIs (dx11, dx12, vulkan etc). Are people just supposed to experiment and see what won't crash? Is it even possible to access any kind of Debug Layers when working on the plugin to receive any meaningful feedback?
I don't expect any replies but hope this post will help other devs to get an idea of what they are getting into.
- Dominant language
- C
- Stars
- 946
- Forks
- 186
- PR merge metrics
- No merged PRs in 30d
Getting set up
This project ships no dev container, Dockerfile or contributing guide, so setting up is up to you: start from its README, and see our first-contribution guide for the general steps.
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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