llealloo / audiolink

Audio reactive prefabs for VRChat
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U# Compile error #191

Closed hygn closed 1 year ago

hygn commented 2 years ago

image image

U# scripts are producing compile errors when imported. Other U# Scripts are works fine

Unity version: 2019.4.31f1 VRCSDK: 2022.06.03.00.03 U# Version: 0.20.3 AudioLink: 0.2.8

float3 commented 2 years ago

Are you still experiencing this?

lilithebowman commented 1 year ago

Are you still experiencing this?

I downloaded a fresh copy of this into a project with the latest World SDK and I get this error, yes.

float3 commented 1 year ago

@lilithebowman could you try this branch please? https://github.com/llealloo/vrc-udon-audio-link/tree/3-issue

float3 commented 1 year ago

Actually, since we have no installation instructions for the Dev Branch yet, I'll make a new branch based on the main branch for you to test.

lil-at-prodigy commented 1 year ago

Actually, since we have no installation instructions for the Dev Branch yet, I'll make a new branch based on the main branch for you to test.

Wonderful! I can give that a try later. TYSM!

float3 commented 1 year ago

Alright try this branch https://github.com/llealloo/vrc-udon-audio-link/tree/3-issue-master please

lilithebowman commented 1 year ago

image @Float3 This is what appears in my console if I import the files on that branch.

lilithebowman commented 1 year ago

Even weirder: there's nothing at line 70! image

If I recompile all scripts I get the same. Weird that it would not parse the file properly. I'm assuming it parses fine on your system.

float3 commented 1 year ago

@lilithebowman Sorry, I messed up. I fixed it in https://github.com/llealloo/vrc-udon-audio-link/commit/f860c61f325eacee37d457d41eb24245fd8cfd7f please try again

lilithebowman commented 1 year ago

@lilithebowman Sorry, I messed up. I fixed it in f860c61 please try again

@Float3 Good news! That worked. No more breaking console errors. Just runtime errors with the shader now. Strange. That's gonna likely be something on my side I assume?

image

lilithebowman commented 1 year ago

Oh yeah it's because I put it into the sub folder instead of just loading it into the root of /Assets, I see.

(If I were designing this, I'd likely use referential links instead of absolute so people can do what they like with folders.)

float3 commented 1 year ago

OK I assume you just have something in your project that makes Utilties.IsValid() ambiguous so we should just specify VRC.SDKBase

float3 commented 1 year ago

I've opened a PR so the fix should be in the next release

lilithebowman commented 1 year ago

I changed all of the links in the shader files to referential links (../../AudioLink..., etc) in my copy and it works fine in any folder now. Not sure if you want that too.

float3 commented 1 year ago

I don't know ¯\(ツ)\

float3 commented 1 year ago

I think there might be a reason why they used Absolute links

pema99 commented 1 year ago

There are pros and cons of both absolute and relative include paths. With absolute paths, you can move the shader anywhere without having to update it, but you are forced to have the included file in a set location. With relative paths, you cannot move the shader without also moving the included file, but you can move it. We found the former more desirable.