Side loaded config dll not loaded in editor? #689
Replies: 6 comments 7 replies
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Hi, we're here to help diagnose the problem. Yes, the config is expected to be used by default, and it would prevent building on some platforms. As for the side loaded dll, it might depend on how the implementation looks like within the project. |
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Hmm I don't have any implementation of loading the dll and grabbing the configs, isn't that handled by the plugin in the editor as it is in builds? |
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We're trying to implement this now also. It seems there are multiple locations that read the config file. On the Unity side: in (Not yet sure what this part uses it for, versus the native code that's already set up to read the dll.) However, because of how its written, it only tries to load the file if |
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We got this all working with the following:
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These are good solutions if that's the behavior that you want. I can tell you that we have it on our radar to make the configuration values not be stored in plain text, but due to a variety of historical reasons and to not break backwards compatibility with some of our users we are not ready to implement that change immediately. Good ingenuity on finding a solution that works. Because I think this thread is more appropriately a feature request / discussion, I'm going to convert it to a discussion. Don't let this dissuade you from bringing to our attention issues like this via the issues feature of GitHub - that is the preferred way. I'm just going to move it so we can more appropriately categorize the work. |
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Does this still work for you in latest releases @secondimpactrob ? I was using a partial class to fill EOSConfig on singleton creation, but on Windows it does not work anymore. It crashes if the configs are not filled in streaming assets, and then seems to use those instead if they are. On other platforms it seems to work still. |
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I set up a side loaded EOSGenerated.dll to avoid having the config in plain text. It seems to be working correctly in builds, but the editor doesn't pick it up. Is that expected behavior?
Does the plugin need to have empty config files in StreamingAssets even with a config dll? It doesn't seem to be able to make a build otherwise, and the editor generates them on play.
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