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@andybak
andybak / _Instructions.md
Last active February 17, 2020 15:11
A simple tidy workflow for handling external 3rd party code in Unity 2018
  1. Look on https://github.com/UnityAssetPackages to see if we've added the repo you want to use.
  2. Check if it's been updated reasonably recently. If not nag us to pull the upstream changes.
  3. If it doesn't have a fork on UnityAssetPackages then you can sumbit an issue and we'll add it, you can volunteer to join our org and do it yourself - or if you're in a hurry just fork it to your own Github (or Gitlab or whatever) account.
  4. Make a note of the url used to clone the repo.
  5. Run example.sh= in the root directory of your main project to add the submodule to your repo.
  6. Use the https form of each git url if you want people who don't have commit rights to be able to use your main repo
  7. Add a package.json to the external repo in the first directory you wish to include in your project (i.e. either Assets or a subdirectory of Assets) The example below shows you what to put in that file. The only really critical bit is the name - it needs to be unique to the project and match what you put in manifest.json
@derofim
derofim / Social.md
Last active September 22, 2021 13:39
Cocos 2d js game resources