Migration to v0.4.0
Since version 0.4.0 UdonToolkit requires UdonSharp 0.18 and above!
- Create a new empty scene and open it
- Click File -> Save Project
- Remove the UdonToolkit folder completely while you are in that test scene
- Import the new UdonToolkit and wait for everything to compile
- Open
Edit
->Project Settings
->UdonSharp
and in theDefault Behaviour Editor
selectUdonToolkit Editor
- Open your scene again and everything should work as expected
If you are using the CameraSystem - it is recommended to check that the
Start Sphere
and all the Sphere
objects inside VR Controls
have Area Trigger
program assets assigned, unity seems to occasionally lose references to that particular assetYou will notice a
Legacy
folder inside UdonToolkit now which hosts all the old controllers and the legacy editorYou can take a look at all the U# behaviours in the Misc folder to see how you can use UdonToolkit now
Starting with v0.4.0 you don't need controllers anymore, and you can use all the UdonToolkit's attributes directly in the U# code!
There are some small differences mainly centered around Udon's limited support for things like Enums and cases where you want to perform some complex editor logic.
All variables that you want to use UdonToolkit attributes with must have a[UTEditor]
attribute on them that is last in the group
// This will work
[SectionHeader("General")] [UTEditor]
public bool active = true;
// This won't work
[SectionHeader("Some other group")]
public float test = 0.01f;
This is due to some limitations of unity PropertyDrawers that do not allow proper modifier stacking
Popup attribute now has new udon-friendly versions that use string names instead of Enums
// Using an Animator source type to auto fetch Triggers from the `animator` variable
[Horizontal("AnimationTrigger")] [Popup("animator, "@animator", true)] [UdonPublic]
public string somePopupVar;
If you want to execute editor only code in case of OnValueChanged, etc. you need to use directives
It is pretty rare that you'll have to use
#if
, but sometimes its unavoidable, especially when you want to use things like OnValueChanged attribute.Basically the logic behind this is as follows: you should use
#if !COMPILER_UDONSHARP && UNITY_EDITOR
if:- You want to work with methods and types not exposed to udon
- You want to execute some logic in editor outside of playmode
In other cases - you should never need
#if
around your attribute related code[OnValueChanged("ToggleLights")] [UTEditor]
public bool lightsActive;
#if !COMPILER_UDONSHARP && UNITY_EDITOR
public void ToggleLights(SerializedProperty value) {
// get the value of expected type first
var val = value?.boolValue;
if (value) {
// do something here
} else {
// do something here
}
}
#endif
As usual, check behaviours in the
Misc
folder as a reference to how things should be built. UniversalAction is a good overall example.Last modified 2yr ago