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Commit 113a423

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Merge pull request #10 from Jrius/source_move_fix
Source move fix
2 parents 6e23b68 + aae2a83 commit 113a423

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2 files changed

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-6
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2 files changed

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‎README.md

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@@ -161,9 +161,8 @@ With C++, the workflow looks like this:
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1. Download or clone this repo
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2. Copy everything in `Unity/Assets` directory to your Unity project's `Assets` directory
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3. Copy the `Unity/CppSource` directory to your Unity project directory
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4. Edit `NativeScriptTypes.json` and specify what parts of the Unity, .NET, and custom DLL APIs you want access to from C++.
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5. Edit `Unity/CppSource/Game/Game.cpp` and `Unity/CppSource/Game/Game.h` to create your game. Some example code is provided, but feel free to delete it. You can add more C++ source (`.cpp`) and header (`.h`) files here as your game grows.
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3. Edit `NativeScriptTypes.json` and specify what parts of the Unity, .NET, and custom DLL APIs you want access to from C++.
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4. Edit `Unity/Assets/CppSource/Game/Game.cpp` and `Unity/Assets/CppSource/Game/Game.h` to create your game. Some example code is provided, but feel free to delete it. You can add more C++ source (`.cpp`) and header (`.h`) files here as your game grows.
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# Building the C++ Plugin
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‎Unity/Assets/NativeScript/Editor/GenerateBindings.cs

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@@ -24,7 +24,7 @@ public static class GenerateBindings
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{
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// Disable unused field types. JsonUtility actually uses them, but it
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// does so with reflection.
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#pragma warning disable CS0649
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#pragma warning disable 649
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[Serializable]
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class JsonConstructor
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static readonly string CppDirPath =
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Path.Combine(
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Path.Combine(
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ProjectDirPath,
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Path.Combine(
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ProjectDirPath,
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"Assets"),
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"CppSource"),
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"NativeScript");
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static readonly string CsharpPath = Path.Combine(
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= new FieldOrderComparer();
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// Restore unused field types
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#pragma warning restore CS0649
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#pragma warning restore 649
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public static void Generate()
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{

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