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Developed with script file and need to change to dll now.

Discussion in 'Assets and Asset Store' started by F, Sep 30, 2012.

  1. F

    F

    Joined:
    Sep 28, 2012
    Posts:
    13
    Hi,
    I need publish dll assembly and other resources to a new project for workmates,but now prefab's components are linked to source code files,I complied codes to a dll file and import to new unity project correctly,there are scripts with names show in project, but all prefabs imported are lost their component script path,showing with 'Missing'.

    Is there any way to keep component's link then change source code to code in dll?

    thanks.
     
  2. Gamegineer

    Gamegineer

    Joined:
    Jan 5, 2013
    Posts:
    6
    Looking for the same thing.
     
  3. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,572
    Pretty sure that's not possible. I struggle with this every time I update the free (no source code) versions of my plugins. Example scenes are all broken and have to be reassigned.
     
  4. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,706
    Guavaman documented a way to do this:

    http://forum.unity3d.com/threads/14...-recompiling?p=1026639&viewfull=1#post1026639

    It's still no walk in the park. But I wish more people would compile their products into DLLs to speed up build times. When I switched to DLLs for the Dialogue System (with source provided as an included package), I had to manually update dozens of prefabs.

    I posed a similar question several months ago:

    http://forum.unity3d.com/threads/196592-Advice-on-managing-source-DLLs-and-prefabs

    And got absolutely zero responses. :-/ But in an email exchange Andreas Zeitler suggested a technique with his SZDllCompiler product: