Unity integration for the Liftoff/Vungle Windows SDK v7. Windows has a different architecture than Android/iOS: Unity's Windows Standalone build has no native-source compile step, so the native↔C# bridge ships as a prebuilt x64 DLL (LiftoffUnityBridge.dll) built out-of-band with Visual Studio, rather than as source compiled by Unity's per-platform toolchain.
| Folder | Contents |
|---|---|
LiftoffUnityWindowsPlugin/ |
C++17 bridge source (plugin/), Visual Studio solution, and the vendor Windows SDK (SDK/ — headers, import lib, and LiftoffSDK.Win32.dll). |
WindowsSDK7SampleApp/ |
Unity sample project demonstrating initialization, load, and play on Windows Standalone x86_64. |
The Unity package itself lives at the repo root in ../Packages/com.liftoff.windows-ads/ — the built bridge DLL, vendor SDK DLL, and WebView2Loader.dll are shipped in its Runtime/Plugins/x86_64/, with C# bindings in Runtime/Scripts/.
LiftoffUnityBridge.cppwraps the vendor SDK's C++ API (LiftoffAds) behind a flat C ABI (Liftoff_Initialize,Liftoff_LoadAd,Liftoff_PlayAd, …).- Building
plugin/LiftoffUnityBridge.sln(VS 2022, x64) triggers a post-build step that copies the DLL into both../Packages/com.liftoff.windows-ads/Runtime/Plugins/x86_64/andWindowsSDK7SampleApp/Assets/Liftoff/Plugins/x86_64/. - Unity C# code P/Invokes the bridge via
[DllImport("LiftoffUnityBridge")]; callbacks are marshalled back to the Unity main thread. - Ads render via Microsoft Edge WebView2 — ship the Evergreen Runtime with your installer or require it on end-user machines.
See LiftoffUnityWindowsPlugin/README.md for full build and Unity setup instructions.
- Windows Standalone x86_64 (
UNITY_STANDALONE_WIN/UNITY_EDITOR_WIN) only. - On other platforms the C# wrapper compiles to no-op methods so cross-platform game code builds cleanly.