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Getting-Started.md

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Howl - Getting started with Unity 3D

After adding the package to your project hit Window > Activ > Howl to configure your environment. As with C#, your Howl scripts will recompile whenever the editor gains focus.

In a typical workflow you create *.howl sources and the integration maintains an Assets/~build directory holding C# output.

Import/Export allow either converting legacy source files, or reconverting to C#. These options are disabled by default.

Ensure your project is backed up and/or uses VCS before importing legacy sources.

Once enabled via the Howl window, import/export is available either via the Howl window, or via the project window (context menu).

Good to know

Use the Unity project window to move and delete Howl scripts. This is similar to how Unity does not like you modifying files outside the editor.

Unity needs to see the C# output in order to build your project. We keep the C# output under Assets/~build. It is okay to move/rename this but if you do so, close Unity first and do it manually.

If you are using assemblies:

  • Howl supports *.asmdef on import. Your assembly definitions are placed in the ~build directory.
  • Edit assembly definitions as normal, except they now live inside the ~build directory.
  • Do not mix Howl and C# sources in the same assembly; this is not supported and you will get errors.
  • Do not delete the ~build directory (or lose your assembly definitions).
  • Currently you may only have ONE ~build directory.

Should you wish to create a new assembly for your Howl scripts:

  1. Create the assembly normally. The same way that you create assemblies for C# sources.
  2. Right click on the assembly and select Use Howl.

Howl generates *.asmdt token files which are just house-keeping so we know where to find the C# assemblies.