3rd party rendering library and Unity

Hello,
For my project (work), I am attempting to utilize the full SilverLining library in Unity. I am doing this via a native plugin. Based on some general advice from the developer, I seem to be running into an issue where I am not initializing the library on the same rendering thread that I am running the rest of the library commands on. I’m using Unity 4.0 and Xcode 4. I am currently performing both initialization of the library and the rest of the library calls from UnityRenderEvent but any time I run my project from Unity, the whole thing crashes.

Any help would be greatly appreciated!

By UnityRenderEvent i guess you talk about the lowlevel callback which is mentioned here, am i right? Do you develop for iOS or OSX? Because according to the manual the lowlevel callbacks aren’t available on mobile. Does it crash when you test your game in the editor or when starting a built version? Have you actually tried to build the game?

I don’t use a mac so there’s not much i can add, sorry.

In case anyone gets stuck on this again, one very important detail I missed was that Unity seems to hold the OpenGL graphics context open once you press Play. While I’m sure this is optimized for most cases, my library wasn’t able to access the proper OpenGL context even when I had lazy loaded the library. The solution was to close Unity and reopen it again.