I'm trying to figure out the quickest way to get data from the MS Band 2 into a Unity standalone Windows build with VR support. I'm able to build and run the SDK sample apps on my Win10 laptop, and they work.
I've tried various things, ranging from importing the Microsoft.Band.DLL into Unity as a managed plugin, to trying to wrap the Band DLL in a native plugin. However, I have not found a way to make this work. I'm starting to suspect that I simply will not be able to get the Band DLL to work with a standalone Windows build, for a number of reasons.
When I try to use the Band DLL as a managed plugin, Unity doesn't support C# 4 which is required by the Band DLL. When I try to create a native DLL, I can't figure out how to create a project in VS2015 that will work with the Band SDK, and I can't change the sample projects to output a DLL instead of an app. When I try a new project that can output a DLL, and try to install the Microsoft.Band NuGet package, it tells me that my project targets 'native,Version=v0.0' even though the SDK version is 10.*.
Ideally, there would be a way to include required DLLs with the Band DLL in Unity, and I could access it as a managed plugin. But I'd even be happy with wrapping a C++ file in extern "C" and making a separate function to return each piece of data from the Band.
I simply am not familiar enough with the Universal Windows concept to know if there is a way to make it work with a Unity standalone Windows build, or if it is intentionally prevented from working that way. Since they both run on the same machine, it seems like this should be possible.
My fallback plan is to write a Universal Windows app that reads the device data, and have that connect to the Unity standalone Windows app to give access to it. Whether that's through a local file, network connection, or remote server is another problem altogether.