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Author Topic: Optional 3rd Party Support Strategies for tk2d  (Read 3219 times)

cakesauce

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Optional 3rd Party Support Strategies for tk2d
« on: March 12, 2014, 12:55:49 PM »
Hey,

I'm in the process of releasing an asset (http://stevekellock.com/ps2d) and I'm looking to add tk2d.

The thing is... I'd like it to be optional, but contained in the asset.

I've seen what the ColliderGen guys do with their reflection-meta-fu, but I'm thinking that might be overkill for me (beyond my skills and patience :) )

Basically, I don't want to blow up people's projects because they don't use tk2d like I do. 

Are ifdef's an option?
Should I comment out all tk2d references?
Do I rename the files to .txt so they don't get loaded?
Maybe offer an additional download?
Code generate the .cs files?
Suck it up and go meta like real programmers?

Just wondering what the best approach as I get started refactoring here.

Cheers!

Thanks for tk2d btw. 

Steve


 

unikronsoftware

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Re: Optional 3rd Party Support Strategies for tk2d
« Reply #1 on: March 12, 2014, 01:35:45 PM »
Ifdefs would be the easiest option, but a pain to maintain as you will have to make sure your project works with and without them. You could also offer an additional download for t2kd support.

To be honest the ideal option will be a unity package within it, but the asset store guys don't like that annoyingly.

cakesauce

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Re: Optional 3rd Party Support Strategies for tk2d
« Reply #2 on: March 12, 2014, 01:55:22 PM »
Thanks for the quick reply.

Ya, I saw in the Asset Store rules "No .unitypackages need apply".  Bummer.  I know ProBuilder2 uses them for the purposes of Good, but I understand why Unity is not onboard.

I'll start with #define for now.  Thanks for the advice.


BillBurning

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Re: Optional 3rd Party Support Strategies for tk2d
« Reply #3 on: July 02, 2018, 08:30:24 AM »
 pain to maintain as you will have to make sure your project wor