Closed Looooong closed 2 years ago
I think that using an asmref / connector seems pretty much a way to go (instead of impersonating the test assembly). I double on that change.
However i saw strange changes in the way packages are referenced (especially a git reference)
@peeweek
However i saw strange changes in the way packages are referenced (especially a git reference)
I don't quite get it. Can you elaborate more about it?
However i saw strange changes in the way packages are referenced (especially a git reference) I don't quite get it. Can you elaborate more about it?
Oops, sorry, I forgot to remove this comment, I was referring to the git adress in the packages-lock.json
and mistook it for a reference in manifest.json
however, a good thing to know about git references for packages is that it exepcts users have a CLI git installed, especially on windows which is not the case (some users often use fork, which bundles its own git CLI and do not exposed it at OS level). In the case of not having this CLI, the project cannot load.
however, a good thing to know about git references for packages is that it exepcts users have a CLI git installed, especially on windows which is not the case (some users often use fork, which bundles its own git CLI and do not exposed it at OS level). In the case of not having this CLI, the project cannot load.
That's a good point. I will probably switch to the NodeGraphProcessor
package on the registry.
I see that Mixture editor assembly use the name
Unity.ShaderGraph.GraphicsTests
to get around the issue of using internal type fromUnity.ShaderGraph.Editor
assembly.This PR presents another way around this issue. I made the entire
Editor/CustomTextureShaderGraph
directory belongs to theUnity.ShaderGraph.Editor
assembly using Assembly Reference file. Some code fromEditor/Utils/MixtureCallbacks
has to be transfered to this folder as well. Everything outsideCustomTextureShaderGraph
folder doesn't reference internal ShaderGraph types and thus remains untouched.Some other small modification includes using GUIDs for assembly references, renaming assembly to a more consistent name.