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In order to be easier to include this tool into a Unity project, it would be good if the Unity package format would be utilized. Since the Git URLs supported by Unity can specify a path, not the entire repository needs to be adjusted, but at least one directory needs to conform. (I would suggest to use the Assets/MightyTerrainMesh/ directory for this.)
The long term advantage (depending on how this project ocntinues) would be that it would be much easier afterwards to get it onto OpenUPM, i.e. simplifying the installation and proper version handling.
The text was updated successfully, but these errors were encountered:
In order to be easier to include this tool into a Unity project, it would be good if the Unity package format would be utilized. Since the Git URLs supported by Unity can specify a path, not the entire repository needs to be adjusted, but at least one directory needs to conform. (I would suggest to use the
Assets/MightyTerrainMesh/
directory for this.)The changes that would need to be done:
package.json
package manifest (i.e.Assets/MightyTerrainMesh/package.json
)*.asmdef
(Assembly Definition) files in the subdirectories (i.e.Assets/MightyTerrainMesh/Editor/MightyTerrainMesh.Editor.asmdef
,Assets/MightyTerrainMesh/Scripts/MightyTerrainMesh.asmdef
,Assets/MightyTerrainMesh/Triangle/MightyTerrainMesh.Triangle.asmdef
)README.md
within the directory (Assets/MightyTerrainMesh/README.md
)LICENSE.md
(Assets/MightyTerrainMesh/LICENSE.md
)LICENSE
fileFor general information about custom packages, take a look at the Unity manual about custom packages.
The long term advantage (depending on how this project ocntinues) would be that it would be much easier afterwards to get it onto OpenUPM, i.e. simplifying the installation and proper version handling.
The text was updated successfully, but these errors were encountered: