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Cannot find EcsComponent in namespace Invert.uFrame.ECS
Seem to get an error when trying to build on an empty project with a single component, here were the steps:
- Create a new project
- Downloaded and unzipped repo into assets
- Create a new module
- Add component called
Buffable
(could be anything, it had no content in it) - Pressed the build button
Then got the error:
Assets/Plugins/Editor/uFrame.ECS.Editor/Components/Buffable.cs(24,48): error CS0234: The type or namespace name `EcsComponent' does not exist in the namespace `Invert.uFrame.ECS'. Are you missing an assembly reference?
I am using unity 5.3.4f and like I say it is a new project with nothing but this repo, when opening the generated code in VS it appears that the namespaces generated are wrong or have been refactored somewhere.
Add unity package build for easy consumption?
I was wondering if it would be possible to have the notion of a dist
folder or something and just keep the latest version of the lib in there so people can just download that, also this would tie in with issue #2 where you could provide different flavours, i.e Architect & ECS, or just ECS (without existing architect DB).
This is just an idea so I don't want this to be seen as a request but wanted to open discussion.
Cannot apply group to collection type in component
This was discussed in the gitter and replicated by another:
The below video shows me trying to select a group as the type for the collections within a component and it just sets it to int each time.
https://dl.dropboxusercontent.com/u/98595151/ShareX/EMBERSOFT1/16/05/2016-05-10_20-23-47.mp4
uFrame Editor Only Resources Get Included in the Build
The uFrame editor only resources are being included in the build:
Used Assets and files from the Resources folder, sorted by uncompressed size:
5.3 mb 28.5% Assets/Plugins/Editor/uFrame.Resources/Resources/images/Boxes_02.png
5.3 mb 28.5% Assets/Plugins/Editor/uFrame.Resources/Resources/images/Boxes.psd
The solution is to move the Assets/Plugins/Editor/uFrame.Resources to Assets/Editor Default Resources/uFrame.Resources as described here: http://wiki.unity3d.com/index.php/Special_Folder_Names_in_your_Assets_Folder
Then you need to change ElementDesignerStyles.cs from
return Resources.Load<Texture2D>(String.Format("{0}/{1}", SkinName, name));
to
return EditorGUIUtility.Load(String.Format("uFrame.Resources/images/{0}.png", name)) as Texture2D;
CustomAction with Void Output - Editor crash with couldn't create file...
- Creating custom action
- Add an output with Void Output (try to create Action output).
- Get following error... editor crashes due to compile error.
(other output types seem to work)
NullReferenceException: Object reference not set to an instance of an object GenericTypedChildItem.get_RelatedTypeName () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Graphs/Data/GenericTypedChildItem.cs:61) Invert.uFrame.ECS.Templates.CustomActionDesignerTemplate.TemplateSetup () (at Assets/uFrame/Plugins/Editor/uFrame.ECS.Templates/TemplateConfigs.cs:1185) Invert.Core.GraphDesigner.TemplateClassGenerator
2[Invert.uFrame.ECS.CustomActionNode,Invert.uFrame.ECS.Templates.CustomActionDesignerTemplate].ProcessTemplate () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/TemplateClassGenerator.cs:257)
Invert.Core.GraphDesigner.TemplateClassGenerator2[Invert.uFrame.ECS.CustomActionNode,Invert.uFrame.ECS.Templates.CustomActionDesignerTemplate].Initialize (Invert.Core.GraphDesigner.CodeFileGenerator codeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/TemplateClassGenerator.cs:215) Invert.Core.GraphDesigner.CodeFileGenerator.CreateOutput () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/CodeFileGenerator.cs:44) Invert.Core.GraphDesigner.FileGeneratorBase.ToString () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/FileGeneratorBase.cs:12) Invert.Core.GraphDesigner.CompilingSystem.GenerateFile (System.IO.FileInfo fileInfo, Invert.Core.GraphDesigner.CodeFileGenerator codeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:252) UnityEngine.Debug:LogException(Exception) Invert.Core.GraphDesigner.Unity.UnityPlatform:LogException(Exception) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/UnityPlatform.cs:77) Invert.Core.InvertApplication:LogException(Exception) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:532) Invert.Core.GraphDesigner.CompilingSystem:GenerateFile(FileInfo, CodeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:256) Invert.Core.GraphDesigner.<Generate>c__Iterator87:MoveNext() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:220) Invert.Core.GraphDesigner.Unity.TaskSystem:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/TaskSystem.cs:21) Invert.Core.GraphDesigner.Unity.ElementsDesigner:<Update>m__303(IUpdate) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70) Invert.Core.EventManager
1:Signal(Action1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/EventManager.cs:30) Invert.Core.InvertApplication:SignalEvent(Action
1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:376)
Invert.Core.GraphDesigner.Unity.ElementsDesigner:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Coudln't create file /Assets/uFrameCode/CustomActions/IsUnityEditor.designer.cs
UnityEngine.Debug:Log(Object)
Invert.Core.GraphDesigner.Unity.UnityPlatform:Log(String) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/UnityPlatform.cs:72)
Invert.Core.InvertApplication:Log(String) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:448)
Invert.Core.GraphDesigner.CompilingSystem:GenerateFile(FileInfo, CodeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:257)
Invert.Core.GraphDesigner.c__Iterator87:MoveNext() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:220)
Invert.Core.GraphDesigner.Unity.TaskSystem:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/TaskSystem.cs:21)
Invert.Core.GraphDesigner.Unity.ElementsDesigner:m__303(IUpdate) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70)
Invert.Core.EventManager1:Signal(Action
1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/EventManager.cs:30)
Invert.Core.InvertApplication:SignalEvent(Action1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:376) Invert.Core.GraphDesigner.Unity.ElementsDesigner:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70) UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Does this let you build stuff visually for the new Unity 2018 ECS?
Hey there, I was wondering if this is a visual editor for and lets you build stuff visually for the new Unity 2018 ECS?
Thanks,
-MH
Possibly reduntant Update call in uFrameComponent
uFrameComponent
declares an empty private non-virtual Update(), which is wired into Unity update loop per each component in the scene and called each frame. I have verified this behavior in editor play mode.
Why is this call in there? Should it be removed?
Any way to reference elements in one database from another?
So I have a project with 2 databases, mainly so the code generated can be kept separate, and I am trying to reference components and events in the first database (lets call it A
) in the second database (lets call it B
), however I cannot see any obvious way to reference A from B, I have tried going to show
and typing in something in A but nothing seems to work there, so is there a way to do this?
The namespace `Invert.Json' already contains a definition for `JsonExtensions'
Assets/Plugins/uFrame/Invert.Common/JSON.cs(56,25): error CS0101: The namespace Invert.Json' already contains a definition for
JsonExtensions'
Code Handlers are listed as obsolete but no documented other approach?
So historically you either used the action designer (default) or you specified your handler was a Code Handler and just wrote the logic for the handler yourself.
In this version it seems to list Code Handlers as obsolete, however I can find no documentation around what is the new preferred approach for this?
Move issues from Trello to Github?
Or keep them there...! Just a reference that these board exist...
ECS - https://trello.com/b/zUMPk4rD/uframe-ecs
MVVM - https://trello.com/b/dXaihYXE/uframe-mvvm-roadmap
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