No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
Unity3D | Unity3D uses Mono. Mono builds do not follow the usual .net versioning with 2.0,3.5 etc… There is a special .net Framework edition you must use. To get this, install the <span style="background-color: #ffff00;">Visual Studio 2015 Tools for Unity</span>. I suggest pasting the link – but it's better to Google “Visual Studio 2015 Tools for Unity”. | ||
This framework will show | This framework will show: | ||
[[File:Unity -1 .png|none|frame|510x510px]] | [[File:Unity -1 .png|none|frame|510x510px]] | ||
I have added this to our build script and it will be part of the EcoCore package on | I have added this to our build script and it will be part of the EcoCore package on Nuget. Once you have a class library with Target Framework Unity 3.5 .net full Base Class Libraries, you can do this in the package manager console: | ||
<html> | <html> | ||
<pre class="code"><span style="background: white; color: black;">PM> <span style="background-color: #ffff00;">Install-Package EcoCore</span> | <pre class="code"><span style="background: white; color: black;">PM> <span style="background-color: #ffff00;">Install-Package EcoCore</span> | ||
Line 19: | Line 19: | ||
</span></pre> </html> | </span></pre> </html> | ||
After that you will find the MDriven Assemblies in | After that, you will find the MDriven Assemblies in your project: | ||
[[File:Unity - 2.png|none|frame|297x297px]] | [[File:Unity - 2.png|none|frame|297x297px]] | ||
That was requirement 1. | That was requirement 1. | ||
The next step is to provide an EcoSpace and Model for the project. | |||
I suggest that you add a temporary project that has these | I suggest that you add a temporary project that has these. Drag them over and throw away the leftovers: | ||
[[File:Unity - 3.png|none|frame|464x464px]] | [[File:Unity - 3.png|none|frame|464x464px]] | ||
Also delete | Also, delete Class1 if you have it – since we don't want it and our default model contains another Class1. | ||
[[File:Unity - 4.png|none|frame|283x283px]] | [[File:Unity - 4.png|none|frame|283x283px]] | ||
We might want to use an existing model – then you would use a file link to this model and Package folder (EcoProject1). | |||
Do a little modeling and | Do a little modeling and generate the code: | ||
[[File:Unity - 5.png|none|frame|409x409px]] | [[File:Unity - 5.png|none|frame|409x409px]] | ||
We will still have some errors but they will | We will still have some errors but they will be easy to fix: | ||
[[File:Unity - 6.png|none|frame|586x586px]] | [[File:Unity - 6.png|none|frame|586x586px]] | ||
We do not have access to the PersistenceMapperSharer here (its main use is | We do not have access to the PersistenceMapperSharer here (its main use is serverside when many clients share the same PersistenceMapper). I will change to a PersistenceMapperXml for local storage in an XML. | ||
<html> | <html> | ||
Line 80: | Line 80: | ||
That was requirement 2. | That was requirement 2. | ||
To get access to Unity3D I must reference the UnityEngine: I found it here C:\Program Files\Unity\Editor\Data\PlaybackEngines\WindowsStandaloneSupport\Managed\UnityEngine.dll | To get access to Unity3D, I must reference the UnityEngine: I found it here C:\Program Files\Unity\Editor\Data\PlaybackEngines\WindowsStandaloneSupport\Managed\UnityEngine.dll | ||
Once we have that we can construct our Information access | Once we have that, we can construct our Information access: | ||
<html> | <html> | ||
<pre class="code"><span style="background: white; color: blue;">using </span><span style="background: white; color: black;">System; | <pre class="code"><span style="background: white; color: blue;">using </span><span style="background: white; color: black;">System; | ||
Line 96: | Line 96: | ||
} | } | ||
}</span></pre> | }</span></pre> | ||
<span style="background: white; color: black;">MonoBehaviour will be found by the Unity runtime | <span style="background: white; color: black;">MonoBehaviour will be found by the Unity runtime and it will see if the object has a Start and an Update Method:</span> | ||
<pre class="code"> <span style="background: white; color: blue;">void </span><span style="background: white; color: black;">Start() | <pre class="code"> <span style="background: white; color: blue;">void </span><span style="background: white; color: black;">Start() | ||
{ | { | ||
Line 109: | Line 109: | ||
</html> | </html> | ||
Now let us start Unity | Now let us start Unity. Create a project or find the project we want to use our information in. | ||
[[File:Unity - 7.png|none|frame|513x513px]] | [[File:Unity - 7.png|none|frame|513x513px]] | ||
I need to make my | I need to make my Assembly and its dependencies available to Unity. | ||
I set a build event on my project to copy over everything from my bin folder – but I set the “Copy Local” of UnityEngine.dll to FALSE. This is because Unity will have its own copy of this important assembly: | I set a build event on my project to copy over everything from my bin folder – but I set the “Copy Local” of UnityEngine.dll to FALSE. This is because Unity will have its own copy of this important assembly: | ||
[[File:Unity - 8.png|none|frame|431x431px]] | [[File:Unity - 8.png|none|frame|431x431px]] | ||
The text in Post-Build is | The text in Post-Build is “xcopy "$(TargetDir)*.*" "C:\temp\TheMDrivenTestProject1000\Assets\MyVSAssemblies" /Y” (I created a Folder in Unity called MyVSAssemblies). | ||
I now build my assembly in VS and | I now build my assembly in VS and after that, the post-build-event copies the result to my Unity project. As a result, Unity should find out the class that implements MonoBehaviour: | ||
[[File:Unity - 9.png|none|frame|435x435px]] | [[File:Unity - 9.png|none|frame|435x435px]] | ||
To get Unity to find | To get Unity to find a reason for executing our script as part of the game, we must associate the script with a GameObject. I add an empty GameObject whose only purpose is to be a reference for our script. | ||
[[File:Unity - 10.png|none|frame|434x434px]] | [[File:Unity - 10.png|none|frame|434x434px]] | ||
Line 128: | Line 128: | ||
[[File:Unity - 11.png|none|frame|441x441px]] | [[File:Unity - 11.png|none|frame|441x441px]] | ||
I can now verify that the script works by hitting Play in Unity and | I can now verify that the script works by hitting Play in Unity and watching for my Debug.Log messages: | ||
[[File:Unity - 12.png|none|frame|455x455px]] | [[File:Unity - 12.png|none|frame|455x455px]] | ||
We have come pretty far. We can now make a prefab in Unity (look this up on a Unity blog) and call it “Player”. | |||
Oh | Oh, one note about the Console – you will find compilation errors here like this: | ||
[[File:Unity - 13.png|none|frame|472x472px]] | [[File:Unity - 13.png|none|frame|472x472px]] | ||
In this case it says I am missing a reference to WindowsBase – | In this case, it says I am missing a reference to WindowsBase – I need to add it – and set Copy Local. | ||
I create a Prefab and call it MyCarPrefab: | I create a Prefab and call it MyCarPrefab: | ||
Line 142: | Line 142: | ||
It has a Text Mesh and I use that to show the score. In Start I create prefabs from my Player objects, and spread them over the terrain: | It has a Text Mesh and I use that to show the score. In Start, I create prefabs from my Player objects, and spread them over the terrain: | ||
<html> | <html> | ||
<pre class="code"> <span style="background: white; color: blue;">void </span><span style="background: white; color: black;">Start() | <pre class="code"> <span style="background: white; color: blue;">void </span><span style="background: white; color: black;">Start() | ||
Line 167: | Line 167: | ||
</span></pre> | </span></pre> | ||
</html> | </html> | ||
Since I do not have any Player-objects yet, I turn to the MDriven debugger to create a few in the xml file c:\temp\Gamedata10.xml | |||
[[File:Unity - 15.png|none|frame|387x387px]] | [[File:Unity - 15.png|none|frame|387x387px]] | ||
Finally, I save them by switching to the DirtyObjects tab and pressing "Update selected": | |||
[[File:Unity - 16.png|none|frame|390x390px]] | [[File:Unity - 16.png|none|frame|390x390px]] | ||
Then, I get my cars and their scores like this: | |||
[[File:Unity - 17.png|none|frame|286x286px]] | [[File:Unity - 17.png|none|frame|286x286px]] | ||
Ok – that’s it for now | Ok – that’s it for now. | ||
We also | We also have this clip that shows the entire process: | ||
<html> | <html> |
Revision as of 09:48, 10 February 2023
Unity3D uses Mono. Mono builds do not follow the usual .net versioning with 2.0,3.5 etc… There is a special .net Framework edition you must use. To get this, install the Visual Studio 2015 Tools for Unity. I suggest pasting the link – but it's better to Google “Visual Studio 2015 Tools for Unity”.
This framework will show:
I have added this to our build script and it will be part of the EcoCore package on Nuget. Once you have a class library with Target Framework Unity 3.5 .net full Base Class Libraries, you can do this in the package manager console:
PM> Install-Package EcoCore
Attempting to gather dependency information for package 'EcoCore.7.0.0.8536' with respect to project 'ClassLibrary1', targeting '.NETFramework,Version=v3.5,Profile=Unity Full v3.5'
Attempting to resolve dependencies for package 'EcoCore.7.0.0.8536' with DependencyBehavior 'Lowest'
Resolving actions to install package 'EcoCore.7.0.0.8536'
Resolved actions to install package 'EcoCore.7.0.0.8536'
GET https://api.nuget.org/packages/ecocore.7.0.0.8536.nupkg
Installing EcoCore 7.0.0.8536.
Adding package 'EcoCore.7.0.0.8536' to folder 'c:\users\hasse\documents\visual studio 2015\Projects\ClassLibrary2\packages'
Added package 'EcoCore.7.0.0.8536' to folder 'c:\users\hasse\documents\visual studio 2015\Projects\ClassLibrary2\packages'
Added package 'EcoCore.7.0.0.8536' to 'packages.config'
Successfully installed 'EcoCore 7.0.0.8536' to ClassLibrary1
After that, you will find the MDriven Assemblies in your project:
That was requirement 1.
The next step is to provide an EcoSpace and Model for the project.
I suggest that you add a temporary project that has these. Drag them over and throw away the leftovers:
Also, delete Class1 if you have it – since we don't want it and our default model contains another Class1.
We might want to use an existing model – then you would use a file link to this model and Package folder (EcoProject1).
Do a little modeling and generate the code:
We will still have some errors but they will be easy to fix:
We do not have access to the PersistenceMapperSharer here (its main use is serverside when many clients share the same PersistenceMapper). I will change to a PersistenceMapperXml for local storage in an XML.
private Eco.Persistence.PersistenceMapperSharer persistenceMapperSharer1; /// <summary> /// Clean up any resources being used. /// </summary> protected override void Dispose(bool disposing) { if (disposing) { Active = false; if (this.components != null) { this.components.Dispose(); } } base.Dispose(disposing); } private void InitializeComponent() { this.persistenceMapperSharer1 = new Eco.Persistence.PersistenceMapperSharer(); this.persistenceMapperSharer1.MapperProviderTypeName = "EcoProject1.EcoSpaceAndModel1.EcoProject1PMP"; this.PersistenceMapper = this.persistenceMapperSharer1; Eco.Persistence.PersistenceMapperXml xmlpm = new Eco.Persistence.PersistenceMapperXml(); xmlpm.FileName = @"c:\temp\Gamedata10.xml"; this.PersistenceMapper = xmlpm; }
That was requirement 2.
To get access to Unity3D, I must reference the UnityEngine: I found it here C:\Program Files\Unity\Editor\Data\PlaybackEngines\WindowsStandaloneSupport\Managed\UnityEngine.dll
Once we have that, we can construct our Information access:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace ClassLibrary1 { public class MyScriptThatUseMDriven: MonoBehaviour { } }
MonoBehaviour will be found by the Unity runtime and it will see if the object has a Start and an Update Method:
void Start() { Debug.Log("Start!!! works?"); } void Update() { Debug.Log("works?"); }
Now let us start Unity. Create a project or find the project we want to use our information in.
I need to make my Assembly and its dependencies available to Unity.
I set a build event on my project to copy over everything from my bin folder – but I set the “Copy Local” of UnityEngine.dll to FALSE. This is because Unity will have its own copy of this important assembly:
The text in Post-Build is “xcopy "$(TargetDir)*.*" "C:\temp\TheMDrivenTestProject1000\Assets\MyVSAssemblies" /Y” (I created a Folder in Unity called MyVSAssemblies).
I now build my assembly in VS and after that, the post-build-event copies the result to my Unity project. As a result, Unity should find out the class that implements MonoBehaviour:
To get Unity to find a reason for executing our script as part of the game, we must associate the script with a GameObject. I add an empty GameObject whose only purpose is to be a reference for our script.
I then drag my script onto this game object:
I can now verify that the script works by hitting Play in Unity and watching for my Debug.Log messages:
We have come pretty far. We can now make a prefab in Unity (look this up on a Unity blog) and call it “Player”.
Oh, one note about the Console – you will find compilation errors here like this:
In this case, it says I am missing a reference to WindowsBase – I need to add it – and set Copy Local.
I create a Prefab and call it MyCarPrefab:
It has a Text Mesh and I use that to show the score. In Start, I create prefabs from my Player objects, and spread them over the terrain:
void Start() { Debug.Log("Start!!! works?"); _es=new EcoProject1EcoSpace(); _es.Active = true; var players=_es.Extents.AllInstances<Player>(); int c = 0; foreach (var x in players) { c++; GameObject go = (GameObject)Instantiate(Resources.Load("MyCarPrefab")); var p = go.transform.position; p.Set(p.x + (c * 2.5f), p.y + (c * 2), p.z/*+ (c * 1)*/); go.transform.position = p; go.GetComponentInChildren<TextMesh>().text = x.Score.ToString(); } }
Since I do not have any Player-objects yet, I turn to the MDriven debugger to create a few in the xml file c:\temp\Gamedata10.xml
Finally, I save them by switching to the DirtyObjects tab and pressing "Update selected":
Then, I get my cars and their scores like this:
Ok – that’s it for now.
We also have this clip that shows the entire process: