Compile with a windows plugin.dll for a linux plateform UNITY - unity3d

I'm working for someone that develop a game on Windows with Unity.
What's happening if I'm building for him a windows plugin (.dll format) and then that he tries to compile the game for linux?
A .dll can't be read from unix systems, and Unity for windows can't load .so plugins, so what's the point?

You need seperate native plugins for each platform, it has always been the case, unless the plugin is Managed Code / c#, you need to provide windows,mac, linux, android, ios, xbox etc

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How to build and run VR application developed in Unity on HP Omnicept Reverb G2?

absolute VR dev newbie here.
As stated in the title, how can I "build and run" VR application developed in Unity on HP Omnicept Reverb G2 headset? In other words, how can I turn my Unity project into an .exe or apk (not sure what is the correct file format)? Then how can I load this .exe file into my HP headset and run it?
I have experience developing VR applications for Quest2, and I remembered building my Unity project into an apk, and then load it into Quest2 through Sidequest. However, I have no idea how I may do the same thing but with HP headset...Please help!!! Thanks
In Unity, you can choose to build for Universal Windows Platform, please refer to Set up a new OpenXR project with MRTK - Mixed Reality | Microsoft Learn. Then refer Using Visual Studio to deploy and debug - Mixed Reality | Microsoft Learn to deploy the application to the PC via Visual Studio, and run the application via Windows Mixed Reality on the PC. This document may be useful to you - Unity development for VR - Mixed Reality | Microsoft Learn.
It turns out that to run the application, you simply double click the .exe file on your desktop...I wasn't able to run the .exe file due to a problem in my own PC. I swicthed to another PC and everything works fine.

Unity - UWP Build Target support in Linux/Ubuntu

I need to run a Unity Script to generate asset bundles in a Linux/Ubuntu server. The Unity will be on that server but the assetbundles are built for UWP (BuildTarget.WSAPlayer) .
According to this thread it is not supported. But has things changed over time? Do you think newer versions of Unity will support it?
https://forum.unity.com/threads/assetbundles-linux-hololens-compatibility-issue.493271/
If it doesn't support UWP assetbundle building in Linux, that means I have no other way to create my assetbundles in a Linux/Ubuntu server and I have to go for a Windows server?

Develop hololens in unity with macbook

I'm new with unity and hololens and I started to explore it.
I have a macbook (I don't know if it is a problem).
I downloaded Unity with all the components (Vuforia, IL2CPP etc.).
When I change project settings for the hololens development I have some problems.
In particular when I check the box "Virtual Reality Supported" I don't find in the list below the Hololens option.
Also if I click on "+" button. I see: Vuforia, Oculus, OpenVr but not Hololens!
Furthermore also in the field: "scripting backend" i found only "none" and "IL2CPP".
Now, as I already say, i have downloaded all the components during the installation process.
Which is the problem?
Because Hololens runs on UWP, you need Windows. This is because the windows development libraries do not run on mac (or any Unix).
Your only option is to use something like boot camp to install windows 10 on your Mac (fast and works very well), or run a VM (a lot slower, but can be convenient if you develop on the mac and only build in the VM).
Everything should work fine with the exception of the hololens emulator, which does not work on every MacBook hardware.
You have to download the correct tools for Hololens development, here is the link:
https://learn.microsoft.com/en-us/windows/mixed-reality/install-the-tools

Vuforia augment reality windows

Can you please tell me, if vuforia can run on a PC? I have tried to make an .EXE file, but it does not work.
Please tell me how can I run vuforia apps on my PC? Should I build it for Windows store using Unity and then run it on Windows 8?
Can you please tell me vuforia can run on pc
Answer is No. You cannot build windows or mac app with Vuforia. Vuforia is only supported on Mobile Platforms (iOS, Android).
But you want to test on Windows, you can run your app and test in unity Editor mode with webcamera attached. I hope it will answer your question.
download unity from the unity website , install & run
download vuforia and vuforia sample for unity on vuforia website
create unity project and add vuforia package to the project
There are some tutorials for you for importing the samples and ofcourse you need to get a key with the name of your project.
Have a look at this https://www.youtube.com/watch?v=HnjbTytHH6U
For now, and without plugin, the answer is no. But,
Vuforia is work on supporting win 10, so maybe months later, you can develop a win 10 universal app.
There is some plugin support build the app for windows and Mac, it costs much money. The plugin is provided by maximarouf
As the answers above, I agree that it is enough to run in unity editor for presantation and test.
Vuforia now has a Windows 10 Early Access Program. You can apply for participation and may get access to the Windows 10 UWP SDK.
However, it currently only supports Intel based devices, like the Surface Book and Surface Pro series.
Alternatively, you can use the Unity3D Plugin to build an app which works on Windows.
No vuforia is not supported . U will get Vuforiawrapper.dll missing error when you try to .
Instead what you could do is , make an APK , Download Bluestacks and install it in PC and emulate your vuforia app in PC . But no Vuforia is not made for PC. It supports UWP though which means Windows Tablet , Windows Phone, Hololens .

Are After Effects plugins made with the AE sdk cross platform?

I am wanting to develop a after effects plugin in c/c++ using the after effects sdk. Are plugins made in this way cross-platform. I will be developing on a Mac, so will the plugin work on windows without any modifications? If not, will I have to make some small adjustments to make it cross platform, or will I have to re-develop the plugin under windows for it to run in windows?
Depends on your code.
If you use specific platform calls like GET_MAIN_WHND() you would have to alter your code according to each platform.
On the other hand it should be exactly the same code for windows.
just duplicate an existing project, exactly as you did on the mac, and copy your code.
The examples provided with Adobe's SDK are cross-platform. They will build on OSX and Windows (with XCode and Visual Studio) out of the box.
A .plugin bundle will be created for osx and a .aex file will be created for windows.
If you need to rely on libraries, you might have to check if the libraries support Windows and mac.
Here's a good starting point: https://ae-plugins.docsforadobe.dev/
and the SDKs: https://developer.adobe.com/after-effects/