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New Project Structure and Migration Guide #21
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I have added an "out-of-date" notice to the existing documentation. |
Some initial migration notes... Scripts (
Items
Setup Hovercast now requires Hovercursor. Hovercursor is a standalone sub-project which Hovercast and Hoverboard (and others, in the future) use for their various cursor needs (Leap/Look/etc.). Check the "CastCubes" demo scenes to see how this demo has changed to support the latest project structure. This commit (and a few that follow it) show how it migrated from old to new. Check the "CastTest" scenes to see a minimal integration. In general, the Hovercast setup process is now simplified. The
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Overview The Hover UI code is now all contained within a Visual Studio (or MonoDevelop) solution, located here. The solution contains several projects, which each produce one assembly/DLL that should be placed into Unity's These projects are structured in a way that limits the dependencies required for integration. For example, you can omit the As described above, there is now a There are currently two |
I have excluded the compiled I'll be packing up "official" versions of these assemblies, so you won't have to build them yourself. You'll only need to build them yourself if you are making changes to the Hover UI code. |
New wiki documents:
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Good Job. Busy integrating into my project, will report any major issues. |
Does the latest package include the latest Oculus integration? |
Okay, I didn't manage to get anything working. None of the prefabs keep their script connections. ( I think this might be because the dll's were not in the Plugins folder the first time I started the project) Nothing works. Holding out. |
The core projects do not use/depend upon Oculus. The Unity project included in this repository does still have the Oculus integration, and it is used by most demo scenes. The CastCubes scene is the main Hovercast demo from before this refactoring process.
Sorry, I forgot to upload the pre-built assemblies. In most use cases, you won't need to build them by yourself. You can download them here (480KB). The contents of this archive:
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You should consider distributing it as a unityasset which can be imported into a project to simplify this process. Will try again now. |
Unfortunately, I think this is expected for Unity. The class names and namespaces of the scripts have changed, so I don't think any connections will be maintained. I had to manually update the existing Hovercast/Hoverboard demo scenes to find/use the new script names. Sorry -- I know this is a pain. I can try to describe my general process in a moment.
Oh no! I can help you work through the issues. We can document them here to help anyone else who is trying to perform the same migration process. We'll have to get more specific about the error messages that are appearing, etc. First step: Are you able to get any of the included demos to run? Please do use the pre-built assemblies (from the download link above) so we can be sure we're using the same files. If I remember correctly, you're using Unity 5, which I haven't tested out yet. Let's try the |
this is a screenshot taken from the downloaded github package. |
Are all the |
What I'm trying now is re-extract the main github zip, extract the assemblies posted above. Add to Assets folder. Open project. Still same issue as above. |
I'm downloading the repository fresh to try the same process. Maybe there's some important difference between my local setup and the repository's setup. |
none of the demos run. except for the OVR or LEAPOVR demos also included in the download. |
I can reproduce this issue. The demo scenes included in the repository are not keeping their connections to the scripts. When I click the script field in Unity, I do see all of the "Hover*" scripts in the list, so I'm not sure why it can't find them. I'll need to investigate this further. As you suggested, maybe a UnityAsset package is necessary. |
I am seeing the same thing. I am assuming we are still working in Unity 4.6 and not Unity 5? -Mark
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Ah, it's related to the I just copy-pasted the assemblies (with their |
Please try the asset download again. It's the same link as before, but the |
Good question. I'm working in Unity 4.6, but I think @ddutchie is using Unity 5. |
And we're back. That works. |
and yes. I'll be sticking to Unity5 as I'm hoping Oculus drops some mad optimizations in future versions. The scenes I am exploring are already taxing my monster PC. |
That's great news!
You can now download this UnityPackage. I tested this out in the same "fresh" repository scenario, and it worked as expected. Including Note: I had to put the UnityPackage into a ZIP file to make it downloadable on my server. Sorry for the extra step. |
Does this Unity Package include all Hover items or do I still need to download the main Github zip. Could I import just this package into one of my projects and I would have all the 'hover' dependencies to get it to work. Or do I still need files from the original branch? Exciting. This project is moving along nicely. |
Great question -- the UnityPackage (and the earlier ZIP) includes all the "Hover" dependencies:
The assemblies named None of the assemblies have an Oculus dependency. The "Look" input module just uses a |
Thanks! I agree :) Hopefully the handful of early-adopters can get through this migration phase. I know it's time-consuming and a bit painful... I had to do it with the demo scenes. Please let me know if you come up against additional migration issues. If you resolve something that seemed confusing, please also make a note -- it will probably help the next developer. |
Yay, no more downloading that full 224mb package on our african line. On 31 March 2015 at 16:07, Zach Kinstner notifications@github.com wrote:
Gerard Slee |
The current UnityPackage is only about 0.5MB, so yes, that should be a big improvement for your download time ;) |
My general migration process for the demo scenes (
This commit (and a few that follow it) show the full details of the demo's migration process. |
I'm getting this error on two custom listener scripts. They are very similar. The only difference is Lights are either enabled or disabled. using System; namespace Hover.Demo.CastCubes.Items {
} |
Besides that no errors. Able to get my listeners upgraded with very little effort. |
@ddutchie, please try this:
The After this change, you'll have access to an
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And there I've mastered the checkbox. Two birds with one stone as they would say. |
I hope these noob questions are helping others. |
I feel the same. :-) -Mark
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I'm sure they will :) We can start using StackOverflow for general QA. My username is zachkinstner there, also. You can @-mention me on questions and/or use the following tags (I have notifications set up for these):
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I have created a "release" here in GitHub: |
Nice work!!! -Mark
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Thanks! 😄 |
Some notable new/updated wiki documents:
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Finally got the weekend to implement the new/updated modules. A lot quicker and a lot faster. The issues I was having with the selection and instance of objects is now gone. Great improvement!!! -Mark
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Thanks, I'm glad to hear it! A little background for anyone who might be new: the initial version of Hovercast required a few extra scripts in the scene. You then had to drag-and-drop those scripts into the |
Currently trying to make Hovercast work in my project. Unity 5.0.1f1 Leap Motion 2.2.5+26752. Hovercast cannot find the LeapCSharp.NET3.5.dll, after replacing it with the one from Git solution - Unity finally has loaded all the scripts from dlls and Hovercast seems to work, but the editor is giving an error "EntryPointNotFoundException: CSharp_Image_DataWithArg ... ". |
Hi @Slaventsiy, thanks for the note! I haven't done extensive testing in Unity 5 yet, but a few of us have been able to get it working. In my Unity 5 integration, I also experienced the I'm not sure about the second error. Since you replaced the Leap DLL with the one from this repository, my guess is that the error is related to a Leap DLL version mismatch. Please try to use your original Leap DLL + the "plugins" folder solution -- hopefully that will resolve it. |
Thank you, @zachkinstner! The fix works and Hover is awesome! |
I have included this |
I have just merged the
ui-core
branch intomaster
. This is a major refactoring of the entire project, and will cause many breaking changes for existing integrations. I'll use this ticket to answer questions and help with the migration process.This refactor was started to share code/concepts more easily between Hovercast and Hoverboard. This will also make it much easier for me to maintain and extend these projects.
I'll be working on a variety of different documents for the project wiki over the next few days. These will describe the new project structure, the Getting Started process, etc.
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