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| 1 | +# # Unity Package Demo | ||
| 2 | + | ||
| 3 | +1. Unity Package 可以创建在任意位置,可以和主工程隔离 | ||
| 4 | +2. Unity Package 必须包含package.json 作为包的描述文件 | ||
| 5 | +3. Package的名称应当遵循 com.company.package-name的原则,全小写,否则会报错 | ||
| 6 | +4. Package应当做好命名空间的规划,避免与其他package冲突 | ||
| 7 | +5. 如果包含Editor或Runtime所需的代码,则在Package的目录结构中需要增加Editor和Runtime目录 | ||
| 8 | +6. Runtime和Editor目录中需要有 .asmdef 文件,用来定义输出dll的相关属性 | ||
| 9 | + | ||
| 10 | +以上全部完成之后,可以打开 PackageManager,选择 `add package from disk...`把这个包添加到项目里 | ||
| 11 | +如果没有错误,此时应该成功导入Package,可以使用了 | ||
| 12 | + | ||
| 13 | +但如果希望在开发过程中,能够从主项目方便跳转到Package的项目中(而不是dll的反编译符号表),并且Package的项目代码可以实现代码补全,可以如下操作: | ||
| 14 | + | ||
| 15 | +- 打开 `Preferences -> External Tools` | ||
| 16 | +- 在 `Generate .csproj files for:` 中,选中 `Embedded packages` | ||
| 17 | +- 点击 `Regenerate project files`,重新生成项目 |
| @@ -5,7 +5,7 @@ namespace Kiwifungames.UnityPackageDemo | @@ -5,7 +5,7 @@ namespace Kiwifungames.UnityPackageDemo | ||
| 5 | { | 5 | { |
| 6 | public class Demo : MonoBehaviour | 6 | public class Demo : MonoBehaviour |
| 7 | { | 7 | { |
| 8 | - public const int VERSION_CODE = 1; | 8 | + public const int VERSION_CODE = 2; |
| 9 | 9 | ||
| 10 | [SerializeField] | 10 | [SerializeField] |
| 11 | private Text m_TextVersion; | 11 | private Text m_TextVersion; |
| 1 | { | 1 | { |
| 2 | "name": "com.kiwifungames.unitypackage.demo", | 2 | "name": "com.kiwifungames.unitypackage.demo", |
| 3 | "displayName": "UnityPackageDemo", | 3 | "displayName": "UnityPackageDemo", |
| 4 | - "version": "1.0.0", | 4 | + "version": "1.0.1", |
| 5 | "description": "Demo Package", | 5 | "description": "Demo Package", |
| 6 | "author": { | 6 | "author": { |
| 7 | "name": "Young", | 7 | "name": "Young", |
-
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