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 #1428Currently 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.dllApril 2, 2025 at 1:05 pm #1426It 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 #1391The 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 #1384Do I need to inherit from PluginBase or should a static class work as well?
March 24, 2025 at 1:04 pm #1380The 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 #859With first re-installing the old version (v0.1.36) and afterwards upgrading to v0.2.0 it works again.
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