According to this manual I can include scripts as binary data and load them via Reflection. I understand all steps, except one: how can I compile script to get binary data for stroring it in .binary file? Is there any tutorial/help?
UPD:
Actual question can be restated as: "How can I compile single file with MonoDevelop and get its bytecode"
Solution:
Open Monodevelop and create C#Library project
Add UnityEngine.dll to References
Compile your scripts
Copy bin/.dll from your library project folder to Assets of your unity project and change extension from .dll to .bytes
That's all.
Related
I am complete Erlang novice, so this question might be complete nonsense.
I am trying to create a plugin for RabbitMQ, which I have to write in Erlang. To do this, I am using Erlide in Eclipse, and I am experimenting with the RabbitMQ Metronome example project.
I have managed to get it to compile and generate some .BEAM files. However, to get it into RabbitMQ, I need to generate an Erlang archive (.ez), which is a zip file containing the .BEAM files plus a .app file.
My problem is that I don't know how to generate the .app file. I tried just creating a file called "RabbitMQMetronome.app" in the "ebin" directory, but when I try to edit it, Eclipse warns that it is a "derived" file. This may be a red herring, as any other file in that directory gives the same warning.
So, my question is, how should I create the .app file using Erlide?
Thanks,
Carl
The .app file is generally created from an .app.src file in src/. Most build tools do that, and so is erlide. So edit that one instead, and the .app file will be created when building.
A side note: For production code, I would not rely on erlide's build tools, but use rebar or erlang.mk or something else more battle-tested. These tools are more reliable (and also generate the .app file as above)
I am trying to compile several scripts in my project into an easier to move and manage DLL file, however several scripts call UnityEngine.UI, and I know that the DLL file used to exist in /Contents/UnityExtensions/Unity/GUISystem/Editor/UnityEditor.UI.dll however the only data I can find for it now are the uncompiled files inside the Package Manager, where is the compiled DLL stored now?
The simplest answer that I just found is to look in the project folder of one of your projects in Library\ScriptAssemblies
When you generate a new Swift project with swift init, you get a Sources folder similar to this. Wondering if there is a way to change the folder structure so it is like this:
main.swift
lib
lib/something.swift
And just get rid of the Sources directory.
I believe that you can use any folder structure that you want. The only thing in that references specific folders in that particular link you provided was the path in the Package.swift file. Which if you want to use, you can just update the path.
The project file keeps track of what swift files have been added into the project and which should be compiled and included in the resulting binary. As long as the files have been added via xcode you should be fine.
I have inherited a Flash Builder 4.6 project, but cannot get the Eclipse FB to compile the project, and now my 60 days has lapsed.
I got fed up with being sent in circles by Eclipse/Fb and now I want to try and sanitise/understand the process by building manually using Flex SDK 4.6.
Trouble, is I do not know where to start. There is the MXMLC.exe and CompC.exe, there are projects within the workspace with inter-depedencies.
Simple example using ANt exists where the chap is only compiling from a single source file.
In my workspace I have a main project folder with sub-folders like src containing .as, .mxml, .png files and sub0fodlers like "assets". At the src root folder there is the main mxml which maps to the final compiled exe.
The project also has a "libs", "bin" "bin-release" folder.
The referenced projects are similar.
One of the referenced projects is "flerry".
I want a single Windows Perl/BAT scipts that will compile this for me.
Any ideas on where to look?
mxmlc.exe is used to compile the application, compc.exe is used to compile libraries. If you have code library dependencies, you'll first need to compile these and then compile your application.
The documentation on compiling is pretty good and can be found here: http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf69084-7fcc.html
I would suggest you give this a go and post specific questions if you run into issues.
I'm trying to build and run some of the example apps included in the Windows Azure Toolkit here, but it can't seem to find libwatoolkitios.a which is a required file for build. I have not modified the project in any way and I would assume that this file should be included automatically, so how do I get it? How have you guys been able to compile the apps successfully? Thanks.
The library libwatoolkitios.a is not provided as download instead you would need to build it first, described in the doc as below:
Open the watoolkit-lib Xcode project.
Compile the project for release.
Place the .a file and the header files somewhere that you can reference from your project (for this example lets say lib).