If you had previously installed this Ecosystem browser in your project prior version 0.4.0, make sure you delete the "net.fabrejean" folder or the "jf_plugins" folder. This new package is not compatible with versions less than 0.4.0
More repositories will be created or already exists, waiting for features to become available or released, they will also soon target specific assets found on the asset store and various sdks or tools ( like arrayMaker, ParseMaker, XmlMaker, etc etc)
ALL content must be stored in a public Github Repository. It's free, and Github as a special feature allowing searches within public repositories, The ecosystem is using this Github search system to return the results.
content must be separated by unity major versions, so ALL content that will work on Unity 4.7.x should be in a specific repository, while all content that only works on Unity 4-x will be hosted on another dedicated github rep. The ecosystem will work this out under the hood to retrieve and propose only the relevant content ( typically, if you are running on Unity 4.x all Unity 5.x actions and content will be ignored).
To register an action for the ecosystem, you must include in your Action's script "__ECO__" and "__ACTION__", the "__ECO__" flag is a way to let the ecosystem know that this file is supposed to be part of the search. "__ACTION__" is a flag telling the ecosystem that indeed this script is a PlayMaker action. This way you can have lots of scripts in your github rep without polluting the ecosystem search results with junk.
Dependencies is a very important aspect of more complex actions. Let's say your custom action is using another class defined in another script. Since the ecosystem downloads directly the file, this dependency would be missing. To reference dependencies, a Json formatted object can be inserted in the custom action script comment as follow ( taken from the AddForce2d custom action):
The sample "Movementconstraint" has all its content in the assets folder as usual, within "PlayMaker Custom Samples", BUT the actual package to download is in [Project root]/PlayMaker/Ecosystem/Custom Samples/Physics alongside a text file of the same name as the package with the extension ".sample.txt", feature the following content:
and so the ecosystem will find this text file, because it has the flags __ECO__ and __SAMPLE__ and when downloaded will know it has to download a UnityPackage. It's different from "script dependancies" because unitypackages have to be ran to be extracted, as opposed to a single file that simply needs to be put in the assets with a call to refresh assets, with no interaction required from the user.
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