Upgrading Project to Unity 2018.1.2f1

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
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Interkarma
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Interkarma »

Hold the phone - MCS iCode is working again in Unity 2018.1. What the? I didn't even consider this because Unity 2018 was still in beta when I started planning this move earlier in the year.

If no serious problems are found, I'll probably move up to 2018.1.2f1 as the new baseline instead. I haven't checked, is there a Linux editor version around that mark?

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Interkarma
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Interkarma »

Update: A build with 2018.1.2f1 and some minor cleanup is working perfectly. I even tested with mods like Archaeologists and all is working great with MCS now. Well, Enhanced Sky is still broken but we can't have everything.

I'll do some more testing and make a call later on. But right now looking like Unity 2018.1.2f1 will be new baseline.

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Jukic
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Jukic »

I think it is the move in the right direction.

2018 linux builds are also up...

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Hazelnut
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Hazelnut »

2018.1.0f2 is the closest Linux version, and I suspect will work just fine.

Nice that we can move to the latest Unity editor! Great news.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Interkarma
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Interkarma »

Nice! Thanks for the feedback.

ynorsa
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Re: Upgrading Project to Unity 2017.2.2f1

Post by ynorsa »

Hi,

Unfortunately it seems it does now work with the latest Unity version: 2018.1.4f1
I'm getting the ICodeCompiler error.

I've tried the workaround but to no avail so far, but this is my first time with Unity, so there's a good chance I didn't do it correctly.

Any clue?

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Hazelnut
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Hazelnut »

First clue is the version you have is not the same as Interkarma has specified. May not be making any difference, but 2018.1.2f1 is the correct version selected for the new DFU baseline.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Interkarma
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Interkarma »

ynorsa wrote: Wed Jun 13, 2018 4:07 pm Hi,

Unfortunately it seems it does now work with the latest Unity version: 2018.1.4f1
I'm getting the ICodeCompiler error.

I've tried the workaround but to no avail so far, but this is my first time with Unity, so there's a good chance I didn't do it correctly.

Any clue?
Welcome to the forums ynorsa. :)

Don't forget to set your .NET version to full 2.0 (not Subset) in Player settings. This is required for any version of Unity3D to run Daggerfall Unity, and is unrelated to the other issue I mention in first post.

As long as you use the exact version of Unity specified on git, which is currently 5.5.0f1, you should get this config from my project settings. But if you change project versions, for some reason Unity3D will need this change made in the Player settings manually on your side.

The change to Unity 2018.1.2f1 will be in a few days time. I'll make another post at the time with more details.

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TheLacus
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Re: Upgrading Project to Unity 2017.2.2f1

Post by TheLacus »

Interkarma wrote: Wed Jun 13, 2018 9:15 pm Don't forget to set your .NET version to full 2.0 (not Subset) in Player settings. This is required for any version of Unity3D to run Daggerfall Unity, and is unrelated to the other issue I mention in first post.
Are we eventually going to use net 4 with C# 6? Tuple references would be ambiguous and need to be resolved (or just move to system ones), but it brings some interesting new features.

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Interkarma
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Re: Upgrading Project to Unity 2017.2.2f1

Post by Interkarma »

Unity's .Net 4 support literally just dropped several weeks back in 2018.1 beta. More than likely will adopt this before too long, but one thing at a time. Have to shift the platform level up first. :)

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