SDK Contents

Claytonious
edited November 2013 in DotNet
We downloaded the "plain" Unity SDK for use in our project. It contains a whole lot of unexplained stuff, making it unclear what we're actually supposed to use.

Screenshot%202013-11-11%2015.50.06.png

We have "Debug\NoSocket" and "Debug\Plugins\Metro" and "Debug\Plugins\WP8" and just one DLL under "Release". For a cross platform project that wants to hit ALL target platforms, which of these DLL's should we actually bring into our project?

What is that \bin folder with .exe's and test data in it for the demo? Is this cruft from some other (non-Unity) version of the SDK? Should we ignore this?

Thanks!

Comments

  • With all the recent platforms, the amount of libraries needed is growing. It seems the current SDK needs a clean up.
    Nevertheless, if you delete the "NoSocket" folder and copy the lib from "Debug" into "Plugins", you can just copy the "Plugins" folder to your project (as Assets/Plugins/).
    You also have to get the LoadBalancingApi folder into your project. Then you should be set.

    The release libraries are obviously missing in this version. I will have to fix this for the next.
    At the moment this only means you can't submit to Win 8 Store, which is the only place where release libs are mandatory.

    The demos have all the libs setup and copied into their Assets folders. They show you where/how to begin.
    If you use LoadBalancing or the Photon Cloud: Check out the LoadBalancingClient usage in the demos.