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	<title>Comments on: Downloading the hydra</title>
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	<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/</link>
	<description>Game and -AI development</description>
	<lastBuildDate>Sat, 14 Jan 2012 12:05:13 +0000</lastBuildDate>
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		<title>By: ashkan</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-116</link>
		<dc:creator>ashkan</dc:creator>
		<pubDate>Thu, 14 Oct 2010 08:09:29 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-116</guid>
		<description>please update the post with the new feature in unity 3
take a look at this too
http://answers.unity3d.com/questions/23449/can-i-store-dlls-in-asset-bundles</description>
		<content:encoded><![CDATA[<p>please update the post with the new feature in unity 3<br />
take a look at this too<br />
<a href="http://answers.unity3d.com/questions/23449/can-i-store-dlls-in-asset-bundles" rel="nofollow">http://answers.unity3d.com/questions/23449/can-i-store-dlls-in-asset-bundles</a></p>
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	<item>
		<title>By: Samir</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-98</link>
		<dc:creator>Samir</dc:creator>
		<pubDate>Thu, 03 Jun 2010 01:35:28 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-98</guid>
		<description>Just wanted to update you.     Your advice worked!    Had to move a lot of code out of the core Unity project into a shared dll, and that did the trick.    

One annoying problem now is since I&#039;m using Visual Studio / MSBuild to build my shared dll, I am losing line numbers in my stack traces when there is an exception in the shared dll.    Has anyone figured out a way around this?   Does the shared dll have to be built with the same version of mono that unity runs in order to get line numbers?</description>
		<content:encoded><![CDATA[<p>Just wanted to update you.     Your advice worked!    Had to move a lot of code out of the core Unity project into a shared dll, and that did the trick.    </p>
<p>One annoying problem now is since I&#8217;m using Visual Studio / MSBuild to build my shared dll, I am losing line numbers in my stack traces when there is an exception in the shared dll.    Has anyone figured out a way around this?   Does the shared dll have to be built with the same version of mono that unity runs in order to get line numbers?</p>
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	<item>
		<title>By: AngryAnt</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-85</link>
		<dc:creator>AngryAnt</dc:creator>
		<pubDate>Wed, 10 Feb 2010 15:38:28 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-85</guid>
		<description>How come you need to reference stuff in the Unity project directly? That does kind of limit the idea of the assembly being perfectly external. Why not in stead define some shared abstract classes or similar and via those register from the Unity project with the assembly when its loaded.</description>
		<content:encoded><![CDATA[<p>How come you need to reference stuff in the Unity project directly? That does kind of limit the idea of the assembly being perfectly external. Why not in stead define some shared abstract classes or similar and via those register from the Unity project with the assembly when its loaded.</p>
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	<item>
		<title>By: Samir</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-83</link>
		<dc:creator>Samir</dc:creator>
		<pubDate>Sun, 07 Feb 2010 01:48:10 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-83</guid>
		<description>Great article AngryAnt.   I got an external dll loading and running just fine.   I had trouble with one thing -- hoping to get some advice on how to do this.

I am building my external dll in visual studio.   I want this external dll (call it minigame.dll)  to reference classes in my main unity project (Assets/Code/).   In visual studio I set up the scripts in Assets/Code to build to a dll,  gameloader.dll, and made the minigame project reference that.   This all compiles fine and dandy. 

The problem is when I load the minigame assembly at runtime, it cannot find gameloader.dll, because Unity knows nothing about it.  Unity has built the scripts into it&#039;s own Assembly-Csharp.dll.     

I also tried making my minigame project reference Assembly-Csharp.dll.   That gave me a similar error when loading the minigame.dll at runtime, about not being able to find the Assembly-Csharp.dll (but it had some obfuscated name for the dll).

Any ideas of how I can accomplish this?</description>
		<content:encoded><![CDATA[<p>Great article AngryAnt.   I got an external dll loading and running just fine.   I had trouble with one thing &#8212; hoping to get some advice on how to do this.</p>
<p>I am building my external dll in visual studio.   I want this external dll (call it minigame.dll)  to reference classes in my main unity project (Assets/Code/).   In visual studio I set up the scripts in Assets/Code to build to a dll,  gameloader.dll, and made the minigame project reference that.   This all compiles fine and dandy. </p>
<p>The problem is when I load the minigame assembly at runtime, it cannot find gameloader.dll, because Unity knows nothing about it.  Unity has built the scripts into it&#8217;s own Assembly-Csharp.dll.     </p>
<p>I also tried making my minigame project reference Assembly-Csharp.dll.   That gave me a similar error when loading the minigame.dll at runtime, about not being able to find the Assembly-Csharp.dll (but it had some obfuscated name for the dll).</p>
<p>Any ideas of how I can accomplish this?</p>
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	<item>
		<title>By: AngryAnt</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-80</link>
		<dc:creator>AngryAnt</dc:creator>
		<pubDate>Tue, 26 Jan 2010 07:55:06 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-80</guid>
		<description>@bill
Sure, if you&#039;re worried that someone would write malware to intercept the assembly stream and re-route something different to the webplayer then you probably should write at least some basic checksum security.

Though the only risk you would be running is someone changing the behaviour of your webplayer - which has consequences if you have server structure blindly trusting it. Neither client nor server machine can be compromised this way, as the executed code is still sandboxed by the mono runtime.</description>
		<content:encoded><![CDATA[<p>@bill<br />
Sure, if you&#8217;re worried that someone would write malware to intercept the assembly stream and re-route something different to the webplayer then you probably should write at least some basic checksum security.</p>
<p>Though the only risk you would be running is someone changing the behaviour of your webplayer &#8211; which has consequences if you have server structure blindly trusting it. Neither client nor server machine can be compromised this way, as the executed code is still sandboxed by the mono runtime.</p>
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		<title>By: bill</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-79</link>
		<dc:creator>bill</dc:creator>
		<pubDate>Tue, 26 Jan 2010 03:08:05 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-79</guid>
		<description>Cough sputter spurt !!! code injection!!! Hacks gage wheeze belch fart.</description>
		<content:encoded><![CDATA[<p>Cough sputter spurt !!! code injection!!! Hacks gage wheeze belch fart.</p>
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	<item>
		<title>By: AngryAnt</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-66</link>
		<dc:creator>AngryAnt</dc:creator>
		<pubDate>Fri, 08 Jan 2010 10:38:42 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-66</guid>
		<description>If you&#039;re interested in compiled scripts in assetbundles, you should go to http://feedback.unity3d.com and upvote any existing request on that or create a new one.

Of what you mentioned, only reflection is really .net specific. I just went to msdn and started reading up on the classes in the System.Reflection namespace. Regarding design patterns, I would recommend you get a good book on that - always handy to have around.</description>
		<content:encoded><![CDATA[<p>If you&#8217;re interested in compiled scripts in assetbundles, you should go to <a href="http://feedback.unity3d.com" rel="nofollow">http://feedback.unity3d.com</a> and upvote any existing request on that or create a new one.</p>
<p>Of what you mentioned, only reflection is really .net specific. I just went to msdn and started reading up on the classes in the System.Reflection namespace. Regarding design patterns, I would recommend you get a good book on that &#8211; always handy to have around.</p>
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	<item>
		<title>By: Ashkan</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-64</link>
		<dc:creator>Ashkan</dc:creator>
		<pubDate>Thu, 07 Jan 2010 13:47:20 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-64</guid>
		<description>is there any possibility for unity to support compiled scripts in asset bundles? if yes we can make a ticket for it. it&#039;s the best possible solution for patching.
hey AngryAnt what are the best learning resources for advanced .NET programming. learning things like stub classes , reflections, singleton patterns and factory classes?</description>
		<content:encoded><![CDATA[<p>is there any possibility for unity to support compiled scripts in asset bundles? if yes we can make a ticket for it. it&#8217;s the best possible solution for patching.<br />
hey AngryAnt what are the best learning resources for advanced .NET programming. learning things like stub classes , reflections, singleton patterns and factory classes?</p>
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	<item>
		<title>By: AngryAnt</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-63</link>
		<dc:creator>AngryAnt</dc:creator>
		<pubDate>Wed, 06 Jan 2010 17:28:50 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-63</guid>
		<description>There&#039;s a GPL version of Path now - you can just check that out :)

It is hosted on github and a link is available from the Path download section.</description>
		<content:encoded><![CDATA[<p>There&#8217;s a GPL version of Path now &#8211; you can just check that out <img src='http://eej.dk/angryant/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It is hosted on github and a link is available from the Path download section.</p>
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		<title>By: Nerosis</title>
		<link>http://eej.dk/angryant/general/tipsandtricks/downloading-the-hydra/comment-page-1/#comment-62</link>
		<dc:creator>Nerosis</dc:creator>
		<pubDate>Wed, 06 Jan 2010 14:56:34 +0000</pubDate>
		<guid isPermaLink="false">http://eej.dk/angryant/?p=348#comment-62</guid>
		<description>Oh. Wow. Sweet! Would you object if I read through the Path and Behave code to get a better idea of how you did it? I&#039;m not sure how that would fit under your licence agreement, but I have no intention of copying your code - I&#039;ll write it myself from scratch after having a look at what you&#039;ve done. The modules I&#039;m writing will be used in a commercial project if management agrees to it, but I&#039;m hoping to get permission to release them as open source back to the Unity community if they look if they could be used outside of our project.

Thank you for all of the invaluable assistance. :-)</description>
		<content:encoded><![CDATA[<p>Oh. Wow. Sweet! Would you object if I read through the Path and Behave code to get a better idea of how you did it? I&#8217;m not sure how that would fit under your licence agreement, but I have no intention of copying your code &#8211; I&#8217;ll write it myself from scratch after having a look at what you&#8217;ve done. The modules I&#8217;m writing will be used in a commercial project if management agrees to it, but I&#8217;m hoping to get permission to release them as open source back to the Unity community if they look if they could be used outside of our project.</p>
<p>Thank you for all of the invaluable assistance. <img src='http://eej.dk/angryant/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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