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https://pjc0247.github.io/new-home
sourcecode
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https://pjc0247.github.io/youtube-wall/
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Unity, Javascript
Bring C# scripting into Unity which acts as native code.
generated by gif-for-readme
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https://pjc0247.github.io/new-home
sourcecode
https://pjc0247.github.io/youtube-wall/
Unity, Javascript
public int loool = 0;
public void Preload(PlayState playState) {
loool++; <====== this dont works
}
title
Hey there,
I downloaded this and opened the project up, but there is an error of:
Assets/ModPlayerSDK/Editor/UI/CreateAppWindow.cs(56,58): error CS1061: 'CreateAppResponse' does not contain a definition for 'app' and no accessible extension method 'app' accepting a first
argument of type 'CreateAppResponse' could be found (are you missing a using directive or an assembly reference?)
Which looks to be caused by these fellas below:
// CreateAppWindow.cs
// -- This creates App()
51: var resp = await App.CreateApp(appName);
// -- 'resp.app' doesn't exist, so 'id' doesn't as well, but 'resp' has '.app_id'
56: .GetReference($"thumbnails/{resp.app.id}");
// -- This wants 'resp.app', but that doesn't exist.
// -- SetThumbnail wants either 'App' or 'ModApp', but 'resp' is 'CreateAppResponse', and only has 'resp.app_id'
// -- I am not quite sure what the intended setup is supposed to be, though.
63: await App.SetThumbnail(resp.app, url.ToString());
Thanks,
-MH
Is it possible to execute C# sentence like other interpreted languages(javascript/lua)๏ผ
for example:
var src = @"
class PlayerMovement : MonoBehaviour {
public void MoveForward() {
transform.position += new Vector3(0, 0, 1);
}
}
";
var script = CScript.CreateRunner(src);
dynamic move = script
.Override("PlayerMovement", this)
.AsDynamic();
move.MoveForward();
That's too much for me, what I need is just like this:
var src="transform.position += new Vector3(0, 0, 1);"
CScript.execute(src);
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