Getting Started
Package Types
Scene Setup
Custom Collision, Layers, and Tags
Key Differences from Standard Unity3D development
Economy
Scripting
C# Scripting
Visual Scripting
Sync and Multiplayer
Components
Environment Settings Overrides
Render Pipeline Settings Overrides
Guidelines
Supported Features and Limitations
Support
<aside> 🗒️ An Assembly Definition bundles all code inside a folder and is used to package your code with your space when testing and publishing. Learn more about Assembly Definitions here.
</aside>
In general, it’s a good practice to organize your project’s assets into folders. Having a dedicated folder for your scripts is required if you want to use C# with your toolkit creations. Create a new folder in your project with Create/folder
, name it something identifiable, like Scripts
.
Inside that folder, create an Assembly Definition with Create/Assembly Definition
.
In the Assembly definition’s inspector, make sure the name is CreatorToolkitCustomScripts
, and consider creating a Root Namespace
to keep your code organized.
In order to reference code outside of your assembly like SpatialBridge
you need to link assemblies in your asmdef
file.
<aside> <img src="/icons/error_orange.svg" alt="/icons/error_orange.svg" width="40px" /> NOTE: Only Assemblies that spatial supports internally can be referenced. Referencing a custom assembly for an asset package will not include it. All custom C# must be included in a single asmdef.
</aside>
Click the +
under the Assembly Definition References
And select the SpatialSys.UnitySDK
assembly.
Next, open the Spatial Creator Toolkit Settings, and drag the assembly to the C# Assembly field. Now all code inside the assembly will be included when you test or publish this package.
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