I've got a C# project (a game-agnostic networking framework called `Networking`) that I'd like to use with my Unity solution, in MonoDevelop. I've got it working when it's a standalone solution/project (i.e., not integrated within Unity's solution), and I'd imagine I can also get it working as a compiled DLL by placing it in the `Plugins` folder of my Unity project. However, I want to edit the C# project alongside my Unity code, in the same editor, and I'm running into issues.
What I have sorta working is this: I let Unity generate its `.sln` file, then import my project's existing `.csproj` file. That lets me have the `Assembly-CSharp` project alongside my `Networking` project. It seems to work, until Unity sees any new file and regenerates its `.sln` file, clobbering mine, and removing any references to my `Networking` project.
I've also tried to import my `Networking` project's source under the `Plugins` folder, which puts my source under the `Assembly-CSharp-firstpass` project that Unity generates. This might work fine but for the need to have multiple, disparate 3rd party projects co-existing within the same project. It seems less than ideal -- if it even works, I haven't thoroughly tested this -- especially when it comes to DLL references said projects need all being shoved into the reference list of the `Assembly-CSharp-firstpass` project.
Is there a way I can get Unity/MonoDevelop to let me edit my framework alongside the Unity code that calls it, preserving the framework's independence from the other Unity C# projects (e.g., `Assembly-CSharp`)?
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