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No REAL Documentation?

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#17 0 comments 5 reactions 0 assignees View on GitHub

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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

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

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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