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Add additional configured Unity project (Assets, ProjectSettings, Packages) with samples #16

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MostHated opened this Issue Mar 14, 2019 · 8 comments

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MostHated commented Mar 14, 2019

Hey there,
I would like to request perhaps making the repo an actual Unity project which has the Assets, ProjectSettings, and Packages folder so that when you clone the repo you can open it through Unity hub and it can automatically detect what version of Unity it needs to be, what version of VFX graph to use, etc and just open it straight away. It makes it much more user-friendly!

Thanks,
-MH

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lmontoute commented Mar 14, 2019

Hi MostHated,

Thanks for the feedback! At the moment we'd like to keep this as a package so that it can be pulled from GitHub directly. However there are plans for a separate Unity project with the package and its dependencies preinstalled, along with some example scenes and assets as well. Would this address your needs?

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MostHated commented Mar 14, 2019

Heya,
I definitely appreciate the prompt reply. Yes, definitely. That would be perfect. : )

Thanks,
-MH

@lmontoute lmontoute changed the title Request : Make repo an actual Unity project (Assets, ProjectSettings, Packages) Add additional configured Unity project (Assets, ProjectSettings, Packages) with samples Mar 14, 2019

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lmontoute commented Mar 14, 2019

Great, I've renamed the issue and will keep it open for tracking in that case.

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andybak commented Mar 15, 2019

I've suggested on the Unity forums that the package manager should support packages in repo subdirectories to solve this exact problem

A single repo could then contain a whole Unity project (making it much easier to quickly try things out) but could easily mark a specific directory as containing a valid package.

If you could add your voice of support here: https://forum.unity.com/threads/git-support-on-package-manager.573673/

This feature would make it much easier to get existing repos (the vast majority of which are entire projects) to work via the package manager. It would be as simple as forking and adding a manifest file.

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lmontoute commented Mar 15, 2019

@andybak apparently scoped registries work, and the files imported can be limited. I could look into adding a package to npm and changing the instructions slightly:

This would let me effectively version as well, and make updates easier.

https://forum.unity.com/threads/setup-for-scoped-registries-private-registries.573934/#post-3849595

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andybak commented Mar 17, 2019

@lmontoute From a brief read up on scoped registries I'm not entirely clear how it relates to this issue. I must be misunderstanding something.

Scoped registries seem to give the ability to add new sources for packages but what features do they add to individual packages that help us here?

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lmontoute commented Mar 18, 2019

@andybak

At the moment, Unity doesn't support multiple packages in a git repo. Adding a registry (npm's registry is supported here as well) and having this git repo have two packages would allow me to better version the project. Users would get specific uploaded and versioned packages instead of just pulling from the source here. In addition, this would sidestep the limitation UPM has with fetching from git.

For example, Unity uses Artifactory internally as a registry source for their official packages, and utilize this to keep each package for SRP in a single repository: https://github.com/Unity-Technologies/ScriptableRenderPipeline

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andybak commented Mar 19, 2019

@lmontoute Thanks - but what is an npm registry in this case? Is it just a repo plus some specific config files? I've googled for how to create npm registries and it sounds more complex than that - involving CouchDB and server-side code.

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