Installing
Warning
Images in this page are from my another plugin because I have to write this documentation before submitting Modular Footstep. (This is included as an offline documentation along with the package.) After release when I could get screenshots of my own plugin in the Package Manager, I will update this again.
The standard of installing Asset Store package today has become installing with Package Manager (Window > Package Manager) instead of Asset Store tab.
If you installed Unity official packages from there lately, you will notice that they no longer go to your Assets
section, but in your Packages
section instead.
This is because they are Unity Package Manager (UPM) with a proper package manifest (package.json
). How Samples and Documentation should be included is also standardized.
This is a very modern way of using packages while keeping Assets
content only your game, much like front end web development where external packages are all in node_modules
.
1. Classic importing install
Modular Footstep is a modern package that is UPM-compatible. But unfortunately, everything from Asset Store is still installed in the old way : by pouring everything into Assets
.
We have to install this way first, then optionally, you can keep going to make it beautifully full-UPM, just like all those Unity official packages.
- Purchase Modular Footstep from the Asset Store.
- In Unity, select Window > Package Manager. Ensured you are signed in with the same ID you purchased the plugin, then choose Packages: My Assets from drop down on the top left. You should find Modular Footstep among those.
- Press Download and then Import. A popup to import will appear. Confirm and
Modular Footstep
folder will be imported into yourAssets
.
You can now start creating Modular Footstep resolving assets and FootstepBehaviour
, link them up, and play.
For C# scripting, if your game is using Assembly Definition (.asmdef
) you will need to specify reference to the newly added E7.ModularFootstep.asmdef
file inside the newly imported Modular Footstep/Runtime
folder.
2. Unzip offline documentation and samples
Unity now has standardized how Samples and Documentation should be included with the package. By naming the folder as exactly Samples~
and Documentation~
, Unity will skip importing them (due to trailing ~
), yet you can access them via your PC's file explorer or even the Package Manager.
Again, unfortunately, Unity's own Asset Store submission tool skips uploading those standardized Samples~
and Documentation~
folders. I have to archive them in Samples~.zip
and Documentation~.zip
instead as a workwround. Manually unzip both with your file explorer to access them.
Documentation is in fact an entire official website, which you can read offline with any Markdown reader. All links and images work just like in the online website.
Samples should be imported into your project outside of
Modular Footstep
folder, since they are examples of how to use Modular Footstep from user's perspective.Copy the content out of unimporting
Samples~
folder into yourAssets
folder, Unity will import them, then you can open the sample scenes inside.Each sample is individually wrapped in Assembly Definition (
.asmdef
) that references intoE7.ModularFootstep
assembly to use it, just like you would. More about these samples in Demo and Samples page.
At this point, you can delete Samples~.zip
and Documentation~.zip
to save some space.
3. Upgrade to modern UPM install
After you have unzipped Samples~.zip
and Documentation~.zip
, now the content of Modular Footstep
folder follows the Package Layout standard exactly.
You now have a chance of taking everything out of your project and reference it with UPM's package.json
feature instead.
The package right now should be in
YourGame/Assets/Modular Footstep
after you imported it from Package Manager.Move an entire
Modular Footstep
folder out ofAssets
. This can beYourGame/Packages/Asset Store/Modular Footstep
, for example. It is recommended that the path is short relatively from your project'sPackages/manifest.json
file, and is also still under your game's version control.Open Window > Package Manager and press the plus
+
button at the top left. Select Add package from disk... and browse to where you putModular Footstep
earlier. Select itspackage.json
file.Your project's
Packages/manifest.json
will change to record this reference. Note that the path is also relative toPackages/manifest.json
, seeing that it immediately starts withfile:Asset Store
folder we named.
Congratulations! You are now a step into the future of Unity. First, the package now appears in Package: In Project section of Package Manager. Even better, the blue View documentation, View changelog, and Samples section down below also works. (Because you unzipped Documentation~.zip
and Samples~.zip
earlier, making the result conforms to UPM standard.)
Moreover, Modular Footstep now cleanly stay put in Packages
section instead of Assets
. Assembly Definition link crossing from Assets
to Packages
works.
4. Finishing touches
This is yet another optional step to bling up your install even further than UPM-referencing. I am all-in for the package ecosystem, so I would like to share some awesome tips here!
Packing into tarball
When you look in your version control, a lot of files from Modular Footstep appears as new additions. This is also the case for all classic Asset Store install.
We can make it better by packing the package and then use Add package from tarball... under that plus +
button instead. Now Modular Footstep updates in your version control under only 1 entry!
Unity's package.json
follows the same standard as npm. We can borrow npm's packing command for this task.
Ensure your terminal can use
npm
by installing it.Go to the
Modular Footstep
folder where itspackage.json
is using your terminal.Run
npm pack
. It will produce a file named like thiscom.e7.native-audio-7.0.0.tgz
. You can now delete everything else, including theDocumentation~
andSamples~
. They are all packed in.tgz
.Use "Add package from tarball..." under that
+
drop down instead of "Add package from disk...". Everything should work the same, except your version control is much cleaner. Editor like JetBrains Rider even could follow the code into the.tgz
and edit the innards!
Serving the package for multiple projects
Perhaps you are developing multiple games, or a single game that is divided into multiple smaller Unity projects, or just want everyone in the company to be able to use the tarball from a shared directory.
A step further than that would be referencing that .tgz
you made from multiple projects, so anytime you update the package, it is reflected in all projects. (You still have to follow Asset Store EULA of your purchase, which is licensed per seat.)
To do that, you may have brittle local path problem because all projects must now travel from Packages/manifest.json
to central location somewhere in your PC.
The right way to do this is to run your own package registry. This is now out of scope of this documentation, but I just want to mention that my packages are possible to be organized that way, because they are in UPM-format.
- See the official Scoped Registries documentation.
- See how OpenUPM did it for better understanding. I also have open source UPM packages hosted there such as Notch Solution. I am excited by the future of packaged development in Unity.