BM Unity SDK integration woes

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Matt Schoen

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Aug 19, 2012, 10:57:13 PM8/19/12
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Hey there,

I just wanted to let you guys know of a few issues I had when integrating the BrassMonkey SDK into my existing code-base:
  • The SmoothFollow.js script came in with compile errors.  I'm not sure what the deal was, but I had to add the "var" keywords before the variable declarations before the errors went away.
  • There is a warning in one of the files about a call to EditorUtility.InstatntiatePrefab being deprecated
  • The assets are binary-serialzed, which, for some reason, caused the Unity-based assets to come up as modified from time to time when committing to version control (git)
  • The scripts dump a lot of debug information to the console, which makes it hard to read our own debug info.  I couldn't find (but didn't look very hard) an easy way to turn it off.
I started a repository after importing the SDK package as of 8/11 which has the changes I made in case you're interested.  It was very minor stuff, but I thought I should let you know about these issues so that you could maybe warn customers of the last two pitfalls.  A way to disable the debug output in one fell swoop would be nice, as well.

Thanks!
-Matt Schoen

Andy Zupko

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Aug 20, 2012, 8:07:42 AM8/20/12
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There is a drop down for log level on the prefab object.  You can set from debug->error or none.


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Matt Schoen

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Aug 20, 2012, 8:52:34 AM8/20/12
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Ha, so there is! Don't I feel silly, now.  Thanks :)
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