Conversation
|
Sounds good, but when I open the project the Samples~ folder is completely invisible inside of the Unity editor. How do you edit the samples should the need arise? |
|
Yea I later also figured that this setup may be ideal for my situation but not so much if you don't use the package manager like I am. When using my pull request the workflow of changing sample scripts would be something like:
|
|
I use a standard dummy project and then make a symbolic or hard link to the package content and the ~Samples folder (renamed without the ~ in the link process). It yells at you when starting up but other than that it works great and I can easily make changes to the package + samples and push them to the relevant branch when ready. No need for duplicate copies. |

The samples contain conflicting Asset UIDs for some projects which can not be fixed by the Unity Editor automatically when importing Packages with git. The problem can by fixed by restructuring the files according to this documentation: https://docs.unity3d.com/6000.0/Documentation/Manual/cus-samples.html