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Add Assembly Definitions to Appboy Plugin. #52
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@MartinGonzalez would people who don't use Asmdef be unaffected? Feel free to raise a pull request, we welcome open source contributions & incorporate them when appropriate. |
@MartinGonzalez is this still an issue for you? We haven't heard other customers ask for this but wanted to check in. |
@Bucimis Of course this is an issue! All UPM packages are required to have asmdef files, and when you don't put asmdef files in your code I can't consume them from my UPM pacakge and need to create asmdef files for your library dynamically! People who don't use asmdefs can still use your code without changing anything as long as you leave "Auto Referenced" enabled in your asmdef files:
See here: https://docs.unity3d.com/Manual/class-AssemblyDefinitionImporter.html#general |
@starikcetin thanks for the additional context. We've added a roadmap item to investigate further and will let you know as we have updates |
Are there any updates yet? It has proved very annoying to work with Braze because of this issue. I can create a PR for you if you want. |
Hi @starikcetin , We do not have any more updates. However we would be very open to any ideas (or PR) about how you'd like a Braze Unity asm definition(s) organized. Would there be a single |
Hello @radixdev You don't need any platform-specificity. If it was working without asmdefs, it will work with asmdefs too. Asmdef files are only for C# source code, native plugins are not affected by asmdefs. You need 1 asmdef for runtime code, and another one for editor code, that's it. You should be able to continue using your existing tests, maybe with minor tweaks so that they can consume the new asmdef files. I will try to prepare a PR soon. |
@MartinGonzalez @Bucimis @radixdev |
This has been released in version 3.8.1. Thank you @starikcetin and @MartinGonzalez for your patience! |
This would be really useful for those who use Asmdef in their project. I can create a pull request if you are in favor of this idea.
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