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Customizing SDKs

Discussion in 'Scripting' started by mikemccready, May 10, 2019.

  1. mikemccready

    mikemccready

    Joined:
    May 6, 2016
    Posts:
    5
    Just wondering what the best way to approach customizing SDKs that you import into your project. Let's say the SDK has a script that doesn't quite do everything you want and you want to add/change the code. Should you revise the code in the SDK or is there a more efficient way of making those changes?

    Thanks.
     
  2. astracat111

    astracat111

    Joined:
    Sep 21, 2016
    Posts:
    724
    I think the most efficient way of dealing with an SDK is to study it from top to bottom right off the bat, understand it's basic structure. To be honest, if I was working with an SDK that had a lot of features I didn't use, I wouldn't go and edit any of that for any reason. RPG Maker in a way is an SDK and you don't edit the useless stuff out, even if the useless stuff might be slow down performance here and there. My thought is that if it isn't broke, why fix it.

    Adding features I think would be fine, but you need to understand how the SDK is structured so that when you add in content you add it in a way that it fits in as organized a fashion as possible onto the SDK and doesn't have a different style of organization or coding, that's what I would do at least.
     
    mikemccready likes this.
  3. mikemccready

    mikemccready

    Joined:
    May 6, 2016
    Posts:
    5
    Thanks for the reply. I wasn't thinking of editing features out, but rather adding features in. I was wondering if there was a more efficient way of editing a SDK, rather than editing a script file in the SDK. I worry that if the SDK was updated, the change would be lost. Would it be possible to inherit functions from into a custom script so I could add new functionality?