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Odds are the issue is due to the library being C# for Unity and not traditional C# for windows development. Would need to investigate further the root cause the problem, but we do not offer a C# windows language binding at this time.

Odds are the issue is due to the library being C# for Unity and not traditional C# for windows development. Would need to investigate further the root cause the problem, but we do not offer a C# windows language binding at this time.

Just to check, when you compiled the C# unity project (alljoyn_unity) did you edit the file AllJoyn.cs inside the StartAllJoynCallbackProcessing() to have 0 passed into the alljoyn_unity_set_deferred_callback_mainthread_only method? So for Android it needs to be:

        alljoyn_unity_set_deferred_callback_mainthread_only(1); //FOR ANDROID THIS NEEDS TO BE SET TO 1 INSTEAD OF 0

But for windows it should be:

        alljoyn_unity_set_deferred_callback_mainthread_only(0); //FOR ANDROID THIS NEEDS TO BE SET TO 1 INSTEAD OF 0

Just a random thought as that might be the problem you have on windows.