Moritz2Sync

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  • April 7, 2025 at 11:42 am #1435

    The issue start already earlier:
    The namespace name 'SyncLib' doesn't exist in the namespace 'ExcursionXR'

    That means the node doesn’t now about the other script.

    But anyway I found the solution. I was using different script folders and imported them separately. By importing all script in once it works 🙂

    April 2, 2025 at 3:21 pm #1428

    Currently I added the following dependencies to my visual studio project to get a rough idea what can be used:

    C:\Nuro\World Builder\World Builder_Data\Managed\com.nuro.processes.dll
    C:\Nuro\World Builder\World Builder_Data\Managed\com.nuro.world-builder.asset-management.dll
    C:\Nuro\World Builder\World Builder_Data\Managed\com.nuro.world-builder.node-editor.dll
    C:\Nuro\World Builder\World Builder_Data\Managed\com.nuro.world-builder.plugin-core.dll
    C:\Nuro\World Builder\World Builder_Data\Managed\com.nuro.world-builder.runtime-scripting.dll
    C:\Nuro\World Builder\World Builder_Data\Managed\Newtonsoft.Json.dll
    C:\Nuro\World Builder\World Builder_Data\Managed\UnityEngine.CoreModule.dll
    C:\Nuro\World Builder\World Builder_Data\Managed\UnityEngine.UIElementsModule.dll

    April 2, 2025 at 1:05 pm #1426

    It seems the relevant important is somehow under:
    “com.nuro.world-builder.runtime-scripting”: “file:../../wb-runtime-scripting”

    I guess it is necessary to know how the runtime compiler works and which includes and dependencies it has..

    March 26, 2025 at 9:43 am #1391

    The problem is that it can’t find “MyDLL”. DoSomething is a static method in a non static class. So that’s not the issue here.

    Should I be able to use external dlls in runtime scripting at all?

    Less complicated I see, but I wanted to have a more clean and more performant solution.

    March 24, 2025 at 3:27 pm #1384

    Do I need to inherit from PluginBase or should a static class work as well?

    March 24, 2025 at 3:26 pm #1383

    Unfortunately not, with namespace I have the same issue :/

    March 24, 2025 at 1:04 pm #1380

    The idea is that the runtime script calls a method on Start() from the DLL.

    using UnityEngine;
    using WorldBuilder.Core.Components;

    public class AutoAdaptiveObject : DataComponentBase
    {
    void Start()
    {
        Debug.Log("!!! STAAAAAAAART");
        MyDLL.DoSomething(this.gameObject);
    }

    public override List<string> GetAssetReferences() { return null; }
    public override void AfterDeserialization() { }
    }

    March 3, 2025 at 3:39 pm #859

    With first re-installing the old version (v0.1.36) and afterwards upgrading to v0.2.0 it works again.

    March 3, 2025 at 12:43 pm #857

    yes, it is gone away with 0.2.0 🙂