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IXLLEGACYIXL avatar IXLLEGACYIXL commented on May 27, 2024 1

26c3696

Should be related to the commit above once this gets looked into.

or atleast in that area

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Doprez avatar Doprez commented on May 27, 2024

26c3696

Should be related to the commit above once this gets looked into.

from stride.

Kryptos-FR avatar Kryptos-FR commented on May 27, 2024

Module shouldn't be required. But you should need to reference the asset compiler package, which I think was always the case. Not sure if a package file is necessary. I think it does if there are assets other than code.

Also it's unclear which project references which one in your case, as two projects cannot each reference each other. That's not allowed in .NET.

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IXLLEGACYIXL avatar IXLLEGACYIXL commented on May 27, 2024

the sdpkg file is ( should ) only be needed when you have assets in your sub project

the module is the current workaround around that bug

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Doprez avatar Doprez commented on May 27, 2024

Also it's unclear which project references which one in your case, as two projects cannot each reference each other. That's not allowed in .NET.

My mistake, the amount of projects dont matter in this case I was just testing 2 scenarios.

  1. if the project exists in the solution but doesnt reference the main project then components show up in editor
  2. if the project exists in the solution but does reference the main project then components do not show up in editor

I think I may have messed up my repro if the project does not show those 2 scenarios and I will fix it when I can.

I will also see if the same issue applies if the Asset Compiler is referenced, I did not try with that.

for more context, there was a discussion Joreyk, Vaso and I had in Discrod here

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