Unity-Technologies / EditorXR

Author XR in XR
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Staging Prep 0.3 #558

Closed mtschoen-unity closed 4 years ago

mtschoen-unity commented 4 years ago

Purpose of this PR

Take care of a few final details for the 0.3 release

Testing status

Tested importing this branch and a package made from its contents (plus the imported asmdef patches) into 2017.4 (fails to compile), 2018.4, and 2019.2.

Technical / Halo risk

Tech Risk (not Tech Correctness, which is deferred to the reviewers)

Halo Risk (Externality risk)

Comments to reviewers

The first change set is simple--just wraps some unused events in #if INCLUDE_POLY_TOOLKIT so they don't create warnings if the Poly Toolkit package is not in the project.

My hope in moving VersionCheck.cs into its own file was that it would compile even if the main EXR asmdef failed to compile. Unfortunately, this is not the case. Still, I think it is cleaner to have this code in its own file. In an effort to get this to compile, I also ended up removing the reference to EXR in the Utilities/Editor assembly because it was not used.

The other modification to EditorVR.cs came up when testing the package import into 2019.2. After the multiple compiles, I found that I had to trigger a manual re-import on the EditorVR script in order for it to get a MonoImporter with the default references set. If we add this "stub" class with just he serialized references, EXR works on first import.

I've also updated README.md, created a new copy of the Getting Started Guide, and linked to it. https://docs.google.com/document/d/1Rymrri54MeUO1UE8pev0Tss9dMAcltECOF7NAAO5XuE/edit

You should be able to see what changed in the Getting Started Guide by using Google Docs history. Broad strokes were: remove Undo Patch section, update minimum Unity version, remove steps about importing partner SDKs (🎉)