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Make this repo a homebrew "tap" #66
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To build this from source requires unity installed. https://josusb.com/blog/build-unity-cmd/ That doesn't seem so hard to do, but I've never done this before. I'm going to use this issue to track the work I do. I hope I don't bother people with notifications :) Since building from source requires such a large tool, I should have my "tap" ship a "bottle" (pre-built binary), just like you guys already do here. Instead of letting the user build from source. We can try and allow users to build from source later. In homebrew, a "bottle" is a pre-built versioned package definition placed into homebrew's data directory (instead of building from upstream sources). https://docs.brew.sh/Bottles |
I want to build form source to make a bottle, and I'll keep all of my scripts in the repo: https://github.com/AriSweedler/homebrew-Digital-Logic-Sim-CE Unfortunately, for a user who wants to build this repo, it won't be as simple as cloning THAT repo and running a script inside of it. A user who wants to build this repo will have to install unity. I have used unity hub to install the necessary version of unity. Here is the command that my build script invokes:
I get errors of the following style:
So clearly I'm missing something. Opening up the file where I saw this error I see
Which is just an attempt to import the |
There's gotta be a way to download a library (or does Unity call them plugins) such that my build script sees them. Maybe it's already downloaded and I just need to let my compiler know where to look. |
It looks like Unity may use what npm uses - a But this project is missing it. If that's the case, I should just be able to make one and then unity will use that to download the right plugins? |
Trying to use the unity package manager to create my |
Success! I was able to build once I imported the package. It changes than was necessary, though, so I'm going to work on making those changes as minimal as possible. |
Oh no. After reverting the changes to the
Hmm. Another thing I see is that the diff between
And then of course the packages that I accidentally upgraded by not pinning the version of NewtonSoft to the right version. I'm going to clear my cache, try to get a compile error again, then use older versions of NewtonSoft until I don't make any unnecessary changes to the manifest. Maybe I'll try to find the version of the NewtonSoft lib in source code first though |
Hmmm. I'm now seeing that
just... nested. Not sure what's going on here. But even after clearing the cache, the build succeeded. I need to know why it failed the first time so that my build script can account for this. This is proving to be less than straightforward to track down, though. |
At the time of me doing all of this, unity's latest update is
I'm confused as to what I'm seeing lol. I know what a shared object ELF file is, and that a
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I'm going to see if I can do this. https://github.com/Homebrew/brew/blob/master/docs/How-to-Create-and-Maintain-a-Tap.md
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