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Distributing a unitypackage that requires Scripting Runtime Version .NET 4.X

Discussion in 'Editor & General Support' started by J_P_, Feb 7, 2019.

  1. J_P_

    J_P_

    Joined:
    Jan 9, 2010
    Posts:
    1,027
    So, some of the libraries included in this package require .NET 4.X.

    By default, when importing the unitypackage, it has compile errors in a new Unity project because the default setting is 3.5. They need to change this setting manually.

    If I include the ProjectSettings file in the unitypackage, it seems to get the proper settings but doesn't properly load them (usually it requires restarting Unity), so you still get compile errors. This time, user just needs to restart Unity, but still do it manually.

    Ideally, it'd be similar to the 'complete project' assets on asset store where, I assume, it properly loads the settings first before trying to load in the assets. But this seems to only be available to stuff on the Asset Store.

    Is this the case? Is there a way to emulate that in a normal unitypackage? We may move to the Asset Store eventually, but for now it's mostly for internal testing. Is the best practice in this instance to just zip up the entire project instead?

    Thanks,
     
    morhun_EP likes this.
  2. J_P_

    J_P_

    Joined:
    Jan 9, 2010
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    1,027
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