Elias Holzer
Elias Holzer
@Perksey Thanks for working on this. I had a little bit of time looking at your changes but things still don't really work like they should. Here's a little example...
Having two channels while it should be one doesn't sound any easier. For example how can I put them even in a list when I need to access a property...
Some stuff will need to stay because there's no system yet which deals with native dependency consumption in project to project references. There are a couple of issues on dotnet...
Now that 4.1 is released, and to my understanding the build agent has been updated - can we give this one another spin?
Seeing people struggling with building for Android (https://github.com/stride3d/stride/discussions/1601, https://github.com/stride3d/stride/pull/1456), I wonder what is the hold up here? If I remember correctly I had the example game running on Android.
As an alternative we could also introduce an assembly attribute telling the asset compiler whether or not the assembly even contains such implementations. We would need to add that attribute...
Ok thanks. Makes me wonder why many of our projects would even be put in the assets category then. We have a dependency on Stride.Core.Mathematics very deep down. I guess...
Any chance this PR can be merged? It's currently blocking things at our end regarding a project which needs https://github.com/stride3d/stride/pull/2141
Our setup is far more complex than just a game project and a platform specific project. I was only using this simple setup to illustrate the issue. Getting rid of...
- Updated VS 2022 to latest and made sure all prerequisites are present (which they were) - Repaired VS 2022 (just to be sure) - Removed all USER\.nuget\packages\Stride* (just to...