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The main issue with asmdefs is that Forge uses a lot of partial classes. So in case someone wants to add a new partial class to add more functionality to one of the Forge classes then they will have to add the file into the forge directory as those files will need to be compiled into the same assembly. Also Forge works fine with Unity 2019, hence the title of the PR is a bit missleading. |
That's too bad. I have try to move the generated stuff outside the assembly, but then the Chat module break. Will have to refactor the Chat module first or something... |
It's not just the generated folder though, but any other partial class. As the other part of some of the generated folder's partial classes are in the main source files in |
But if you have code inside one of your own assemblies that depend on FNR, how do you reference that? |
You can reference them by adding FNR as a dependency to your assembly. The main issue is if you want to add further functionality to a partial class, as that would need to be done in the FNR directories so it gets added to the FNR assembly. c# docs:
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One option could be is to move |
I have merged a big cleanup branch and so you will probably need to merge current develop into your fork and resolve conflicts, sorry about this. The main breaking change in develop is the folder paths have updated their names to not have spaces. Please see this commit for more info on the changes |
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Requesting changes per comment above.
Closing this as there have been no movement on it for a long time. |
For more info why it is useful see https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html
Discord username: @JasperCiti#405