MSBuildForUnity
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MSBuild integration in Unity
Steps to reproduce: 1. Import the latest MRTK Foundation package, 2.2 2. Observe the error @andreiborodin ``` NullReferenceException: Object reference not set to an instance of an object UnityEngine.Experimental.UIElements.StyleSheets.StyleSelectorHelper.FastLookup (System.Collections.Generic.IDictionary`2[TKey,TValue]...
The NuGet UX can be used to manage the NuGet references for generated projects, however, we need to confirm the following two items for us: - Entries can get added...
There was an ask to have the following scenario: - A Unity project that references an MSBuild project - The MSBuild project compiles a source file that depends on Unity...
Asset retargeting does some file/assembly lookup that assumes the assembly will be named with Microsoft.MixedReality.*: https://github.com/microsoft/MSBuildForUnity/blob/9426715dab1ffc70d3c7dcbddfd8b2cb0bf3cfc1/Source/MSBuildTools.Unity/Packages/com.microsoft.msbuildforunity/Editor/ProjectGenerator/Scripts/AssetScriptReferenceRetargeter.cs#L377 To support a wider variety of projects for asset retargeting, this should be fixed...
We should have flexible control over logging to ensure minimal logging by default, but allow for troubleshooting through detailed logging.
Project generation established the two msbuild properties of UnityPlatform and UnityConfiguration that separates building InEditor and Player version of binaries for each Unity platform. This is different from UnityPlayer property...
Today, we have a way for establishing different references to be pulled in for different platform. We need to do the same for Editor vs Player. To make this work,...
Adding this task to investigate simplifying/cleaning up the TFM overwrites: - TFM reference in custom C# project: Samples/SimpleNuGetDependency.Unity/Assets/NewtonsoftDependency/NewtonsoftDependency.csproj - Generated projects both for check-in and otherwise. Today we have it...
It would be great to automatically pick up modifications in project dependency files. But it must be non-disruptive to in-Unity development.
It would be great if we could tag a DLL with an attribute that could then be picked up by meta file generator to set the appropriate platform/configuration settings.