Comments (15)
I don't think we can do this,I thought it was a special directory name. If this is done, we'll have to adjust CI and probably search paths accordingly.
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The "Plugins" name is special, but it doesn't have to be directly under Assets, and there can be multiple Plugins folders in the same project. Same with "Editor" and "Resources". I think we will need to adjust CI soon anyway to add additional dependencies for RenderManager functionality #88
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Is this still open? @rpavlik is correct that the plugins directory can't be nested. I verified this in a local project.
The convention is to nest libraries by project inside the plugins folders.
- Android
-- OSVR - x86
-- OSVR - x86_64
-- OSVR
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@chase-cobb OSVR still works for me if I nest the Plugins folder inside the OSVRUnity folder. Where are you finding that convention?
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@DuFF14 I'm totally wrong. Maybe this is one of the conventions from the early days of Unity that I never mentally escaped. Now to figure out why my project is crashing if I move the folder.
http://docs.unity3d.com/Manual/PluginInspector.html
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This pseudo convention is still done by several places that use Unity. Probably to track external dependencies easier. 🎱
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Hi,
In my projects I have a special hierarchie for folders. I have a Vendors folder with all dependencies. So I have an OSVR folder with a Plugin folder in it. All works fine because the OSVR sources, don't calls dll by an absolute path, like some plugins (ProBuilder, PSMoveUnity, etc...). So it's fine, you can move the plugin folder in the OSVR folder and all will work as expected.
I suggest you to remove unecessary files like
- .mdb
- .pdb
- add_sdk_to_registry.cmd/ps1
I can send a pull request with these changes.
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@demonixis Thanks! I would be ok with merging those changes, but would like consensus that we are not breaking convention. The automated build system will have to be changed at the same time, since the DLLs in the .unitypackage are copied from Managed-OSVR. I could do that part.
Any thoughts @rpavlik @chase-cobb ?
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I don't see any issues with proceeding, as long as we can demonstrate that there are no negative impacts on the Android platform. It's not all shared objects (manifests and potential jars), and we should keep path lengths in mind. I can do a quick test on Android to make sure there are no issues, but it would be great if someone else could run the same test.
It will be important to document how developers update the plugin for the first time after the merge. They may need to manually delete the old plugin folder in their project to avoid multiple inclusions.
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I sort all my assets like that and it works pretty well for all platforms.
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I just ran it on my device without issue. It doesn't currently have any custom manifest to merge, so that remains untested by me, but I do have a jar file used to bind to the Android service implementation. Everything looks good to me. 👍
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Just want to throw my voice in there. Seems to work fine moving all the contents of Assets/Plugins under Assets/OSVRUnity/Plugins. Would be really great to make this happen, as currently to update the plugin I have to import it into an external project before moving it into my main project for cleanliness.
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sorry for the slow movement on this, I will submit a PR on this soon if nobody beats me to it.
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Great! Can I suggest to move text files about version, etc.. in a separate folder because it's the same files in both x86 and x64 folders. It's better to versionize only needed files.
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addressed in #213
@demonixis I didn't address that issue specifically yet, but that can be cleaned up next. I think there are some other useless files.
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Related Issues (20)
- OSVR-Unity Asset for Linux/Ubuntu version of Unity HOT 7
- Add Unity 5.6 beta support HOT 3
- Read input during Update() rather than FixedUpdate() HOT 1
- OSVR-Unity Build 589-595 showing black screen in direct mode HOT 1
- Unity Editor Window Scrollbar HOT 1
- Unity Editor Crashes Without Warning HOT 42
- Builds from Unity freeze in HMD HOT 9
- Terrain flickers in VR build (but not in editor) HOT 3
- Bushes/Trees flicker on and off on Terrains in a build HOT 1
- Quality above "simple" freezes view in headset in a build. HOT 1
- RenderManager config found but RenderManager is not supported HOT 3
- Better Linux and OSX Support HOT 4
- Broken YAML files on package import HOT 1
- The Standard shader doesn't render when the HDK2 is connected HOT 6
- Don't use MSAA on rendertextures in deferred rendering
- Windows 10 Universal Platform build compatibility HOT 5
- Add Unity 2017 Support
- Fix CI Build HOT 1
- OSVR-Unity Android app crashes when multithreaded rendering is enabled HOT 1
- TRACKING POSITION CAMERA
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