I want to add a sample to an asset published on the Asset Store
in Unity
. Sample has a dependency on the netcode
package. This causes users to get an error when they download it from the Asset Store
. Actually, I write what needs to be done in the document, but those who try to use it without reading it encounter errors and make negative comments. How can I provide a solution for this issue?
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2
1 Answer
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You can use the Package Manager Scripting API to install a package.
You might want to prompt the user for this. For example:
const string PACKAGE_ID = "com.unity.netcode";
static ListRequest Request;
static void CheckForNetcodePackage() {
Request = Client.List(); // Get a list of installed packages for this project.
EditorApplication.update += Progress;
}
static void Progress() {
if (Request.IsCompleted) {
if (Request.Status == StatusCode.Success)
// Check if the package is installed.
bool found = false;
foreach (var package in Request.Result) {
if (package.packageId == PACKAGE_ID) {
found = true;
break;
}
}
// If the package wasn't found, prompt the user to install it.
if (!found) {
string title = "Missing Netcode package";
string message = $"The demo scene requires {PACKAGE_ID}. Install it?";
if (EditorUtility.DisplayDialog(title, message, "Ok", "Cancel") {
Client.Add(PACKAGE_ID);
}
}
EditorApplication.update -= Progress;
}
}
}
I haven't tested this code, so it may have typos or other mistakes, but it should be enough to get you most of the way there.
Packages
folder inside the project directory. If I recall correctly, you can also explicitly declare dependencies in the Asset Store Tools when uploading the project. \$\endgroup\$Asset Store
has no dependencies. The sample I prepared just for demonstration has anetcode
dependency. If this dependency belonged to the project, it would be as you said. However, for the sample, there is a dependency on a package that the project does not depend on. \$\endgroup\$