// Now make methods that you can provide the iOS functionality
public static void InitBLEFramework()
{
// We check for UNITY_IPHONE again so we don't try this if it isn't iOS platform.
#if UNITY_IPHONE
// Now we check that it's actually an iOS device/simulator, not the Unity Player. You only get plugins on the actual device or iOS Simulator.
if (Application.platform == RuntimePlatform.IPhonePlayer)
{
_InitBLEFramework();
}
#elif UNITY_ANDROID
if (Application.platform == RuntimePlatform.Android)
{
System.Action <string> callback = ((string message) =>
{
BLEControllerEventHandler.OnBleDidInitialize(message);
});
PluginInstance.Call("_InitBLEFramework", new object[] { new UnityCallback(callback) });
}
#endif
}