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Error editing scripts (on Mac)

Discussion in 'Entity Component System' started by jonlundy, Mar 25, 2018.

  1. jonlundy

    jonlundy

    Joined:
    Apr 15, 2016
    Posts:
    25
    I'm attempting to use the examples to develop new code, and I'm running into a problem. I can run the examples fine, but when I bring up Visual Studio and edit the projects, I get a ton of errors about 'Unable to find CS files under packages. It looks like that a bunch of csprojs are being created referring to dependencies:

    For example
    /Users/jlundy/unity/ECSTest/CSC: Error CS2001: Source file '/Users/jlundy/unity/ECSTest/Packages/com.unity.mathematics/Unity.Mathematics/uint4.gen.cs' could not be found. (CS2001) (Unity.Mathematics)

    (and 94 more similar errors).

    Looking in the Packages directory is a manifest.json. It is the version that was downloaded from the GitHub page for the example projects. I created a brand new project and copied this manifest in, and started to get the same errors in that project, so it is related to that in some fashion.

    How can I resolve this so that I can edit the scripts and compile them? I downloaded the latest beta from the 'Welcome' post above.

    Any guidance would be appreciated, this consumed a fair portion of today.

    Thank you
    - Jon
     
  2. van_ustwo

    van_ustwo

    Joined:
    Jul 10, 2012
    Posts:
    82
    I ran into the same problem.
    A work around is to copy Packages from /Library/Unity/cache/packages to your Unity project Packages folder.
     
    jonlundy likes this.
  3. jonlundy

    jonlundy

    Joined:
    Apr 15, 2016
    Posts:
    25
    Thank you very much. That worked. The version that was in my cache was named with a version that I had to remove (i.e.
    mv com.unity.mathematics\@0.0.7/ com.unity.mathematics ,

    and repeated for about a half dozen directories).

    After that it started compiling... It is interesting that they are delivering the source for the ECS and job system.
     
  4. sngdan

    sngdan

    Joined:
    Feb 7, 2014
    Posts:
    1,154
    They always said they would deliver the source, until it reaches a final stage at which some things will be taken to c++

    Its a good approach
     
  5. GabrieleUnity

    GabrieleUnity

    Unity Technologies

    Joined:
    Sep 4, 2012
    Posts:
    116
    We are actually not planning to rewrite anything in C++. The implementation will stay in C#, and we will iterate over Burst as much as we can to shave off every performance issue we will encounter.
     
    pvloon and jonlundy like this.
  6. sngdan

    sngdan

    Joined:
    Feb 7, 2014
    Posts:
    1,154
    Even better ;)