Hello everyone,
when you develop a plug in that depend on third parts, how you create the "dlls" in order to not create conflicts in case the user downloads (without knowing it) those third parts your plug-in depends on?
**This is what I did:**
I needed to protect and hide the scripts I developed for a unity plugin, that depend from Oculus plugin.
I tried to make the ".dll" of my scripts including also the one from Oculus using the "[FlexCompiler plugin][1]",
but after importing the package, while in **Editor mode** everything works fine, when I build the solution I get a lot of these warning messages:
Assets\TerzeParti\Oculus\Spatializer\scripts\ONSPPropagationMaterial.cs(410,34): warning CS0436: The type 'ONSPPropagationMaterial' in 'C:\Users\s.gurzi\Desktop\Progetti\New Unity Project (1)\Assets\TerzeParti\Oculus\Spatializer\scripts\ONSPPropagationMaterial.cs' conflicts with the imported type 'ONSPPropagationMaterial' in 'LiveMultiplayer.Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Using the type defined in 'C:\Users\s.gurzi\Desktop\Progetti\New Unity Project (1)\Assets\TerzeParti\Oculus\Spatializer\scripts\ONSPPropagationMaterial.cs'.
that then blocks me from building with error messages like:
"error CS0246: The type or namespace name '[a class defined in a script contained in my dll]' could not be found (are you missing a using directive or an assembly reference?)"
I think that the problem is due to the fact that inside my dlls I reference those Oculus script and outside I have the folder Oculus( with those scripts) so I have duplicates.
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[1]: https://assetstore.unity.com/packages/tools/utilities/flexcompiler-79962
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