That is exactly what I wanted,thank you.
Thank you for your comments.
Anybody had a chance to try this?Seems very quiet round here!
After generating the AOTClasses.cs I am getting the following errors in the console when I try to build for HTML5.
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Failed running C:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe --api NET_2_0_Subset -out "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Temp\StagingArea\Data\Managed\tempStrip" -l none -c link -b False -x "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Core.xml" -f "C:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Temp\StagingArea\Data\preserved_derived_types.xml" -x "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Assets\link.xml" -d "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Temp\StagingArea\Data\Managed" -a "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" stdout: Fatal error in Mono CIL Linker System.ArgumentException: Unable to find the file for the assembly named 'UnityEditor.UI' specified in link file 'C:\Users\richa\Documents\Unity Projects\Flappy(flowCanvas)\Assets\link.xml'. Should this assembly be in the project? Use the 'ignoreIfMissing="1"' attribute if this assembly may not always exist. ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEditor.UI, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' at Mono.Linker.LinkContext.Resolve(IMetadataScope scope) at Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly(LinkContext context, String assemblyName) at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies(LinkContext context, XPathNodeIterator iterator) --- End of inner exception stack trace --- at Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssemblies(LinkContext context, XPathNodeIterator iterator) at Mono.Linker.Steps.BaseStep.Process(LinkContext context) at Mono.Linker.Pipeline.Process(LinkContext context) at Mono.Linker.Driver.RunDriver(Driver driver, IEqualityComparer</code><code>1 typeComparer, IEqualityComparer</code>1 methodComparer) stderr: UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action |
1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:96)
UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:104)
1, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:97)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable
UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:196)
UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:128)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:123)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:39)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
It would be my pleasure to have it added to the downloads page.Thank you for liking my efforts.
Would it be better to use Flowcanvas to just call methods from written scripts for example to use as a game manager,level manager etc
Thanks for your very helpful reply. One thing,how would you call the break on the coroutine from another flowscript?
No problem on getting back to me,hope you are feeling better. Is there any way to simulate an invoke repeating on the called flowscript custom event,for example if I called it and I wanted a game object to start moving across the screen?
I realise that this means you have to create your own c# scripts in monodevelop with public methods but,I was wondering if you could call from a flowscript to invoke or invokerepeat something in the other flowscript.
Yes,I also have it working on my android phone. How could I rotate the whole cube on that and the face in the opposite direction?
When I hold down the left button and move the mouse nothing shows in the mouse delta.I thought that mouse delta showed the movement of the mouse from one frame to the next.Do I have to use the scroll wheel?
Problem solved. It must have been a bug,as a shutdown and restart fixed the problem.
I have another problem,don’t know if this is a bug or I am doing something wrong. When I make a UI button and give it a flowscript and give it the on button clicked event I want it to load another level.when I click on the button it doesn’t activate (no flashing link line between the event and what I want to do
Registered email. Thank you for your help.Most appreciated
It would help.Thank you.