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Usage

To create a plugin for Mirage, follow these steps:

  1. Click on "Use this template" button at the top right to create your repo.
  2. Rename Assets/MyPlugin with a name appropriate for your plugin.
  3. Rename MyPlugin.asmdef.
  4. Edit MyPlugin.asmdef and change the name of the assembly.
  5. Adjust package.json to describe your project and change the package name.
  6. Update .releaserc.yml with the correct path.
  7. Update README.txt to describe your project.
  8. While not strictly required, I suggest creating a symbolic link from Assets/MyPlugin/Samples~ to Assets/Samples. This will allow you to open and edit your examples in Unity3D.
  9. Add your samples to package.json, so UPM can install them.
  10. If you create the plugin in Mirage repo, you will automatically use the org license for Unity3D otherwise activate a manual license and add it as a secret in your repo called UNITY_LICENSE. See https://github.com/MirageNet/unity-runner for detailed instructions.
  11. Create a sonar qube project for your repo in Sonarcloud or ask Paul if you would like it created in the MirageNet org
  12. Add SONAR_PROJECT_KEY secret. It must be set to the project id in sonarcloud. For example for MirageNet it is MirageNet_Mirage
  13. Add SONAR_PROJECT_NAME secret. Set it to a human readable name for your project
  14. Add SONAR_TOKEN secret. You can get the token by going through the configuration wizard in sonar qube
  15. Replace this readme with README.md.sample and edit as appropriate

Once your plugin is working the way you like, you can add it to OpenUPM by going to https://openupm.com/packages/add/