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Hi all!
I have an asset package for which I'm looking to release an update.
This is a major update, including things like source code, a swathe of new features, etc. (I have used a .dll file thus far to keep projects clean from incomplete features/code)
Leading up to this release I've done some slight refactoring of some internal namespaces, added new classes, etc.
To my dismay this seems to have broken all references for Game Objects, prefabs, animations, etc. Even if I correct those manually for my provided assets (see m_script comment below), packaging it up and importing it into existing projects still breaks any references the user has set up.
My plan was to drop the .dll completely and switch to source, but it is now clear that Unity doesn't store Mono Behaviour references by namespace class name.
I have noticed in some cases that asset files can be manually edited to update references (eg, m_Script: {fileID: 1234, guid: 1234567, type: 3}), but this doesn't always seem to be the way the files are stored. Some seem encoded in some cases.
Is there way to remap references to the correct classes/files in game objects/animations/prefabs/etc? Even if I have to write a one-time editor script to do it for my users?
I'm really excited and keen to get this release out, but this has pretty much stopped me in my tracks...
I'll never use .dll again, that's for sure.... :(
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- 9 years ago
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