Is this hotfix âFixed CSharp.IsValidInMemberName to correctly treat the pipe symbol â|â as an invalid characterâ that could be included in the next updateâŚ
It will be included in the next update when I do some work on Weaver again, itâs just a pain to test and upload the Pro and Lite versions with several different versions of Unity each (more so than my other assets because Weaver tests include procedural scripts so they canât be automated) so I havenât done it just for that one bug fix.
Speaking on new Unity versions⌠just updated my project to 2020.1.0a22 and it was Weaver causing some issues with one of its build scripts that builds the BuildDetails.cs script
Well I mean you could just update the Pro version first and then do the Lite version as and when time allows, so Lite version doesnât get as frequent an update⌠it is afterall the free version.
Trying to support alpha and beta versions of Unity is a massive waste of time because they often introduce bugs that are fixed by the time that version actually releases. For example, in one of the recent Unity versions they implemented a new API for adding your own page to the preferences window but during the beta the old system was broken and the new one completely undocumented, then when it released the old API worked fine again.
Setting up the tests and separating everything from the rest of my unreleased systems is also a significant chunk of the time involved and doing each version separately would increase the possibility of having different issues with only one of them, which is already a significant hassle as it is.
If you try it again, check the import settings of the DLLs because that sounds like the external scripts canât see anything in the DLLs so Unity might have lost the import settings (if so, thatâs a bug I would expect them to fix before release). The ones in Assets/Plugins/Weaver should be editor-only and the ones in the Runtime folder are for all other platforms.
Weaver v6.0 is now up on the Asset Store. The Change Log is actually rather small, but since Weaver Pro now consists of raw source files instead of pre-compiled DLLs the Upgrade Guide has a process you need to follow if you want to keep your settings (custom layer masks, asset injection links, etc.)
Weaver v6.1 is now up on the Asset Store. Its Changes are mostly just improvements to the procedural scripting system which I needed in order to implement the Controller State Generator system for Animancer.
Is Weaver supposed to work well with Amplify Shaders? Because it causes a bunch of errors after generating the shader constants. Seems to be that itâs generating multiple duplicated lines.
Manually deleting the duplicated lines gets around the problem, but doing that every time the script is regenerated is less than ideal.
Unity 2020.2.7f1 Weaver Lite 6.1 Amplify 1.8.9 URP 10.3.2
Can you email your shader to mail@kybernetik.com.au so I can see where itâs going wrong?
In the mean time, you could just copy the fixed class generated for that shader into another script and take it out of Weaverâs list so it doesnât keep getting regenerated.
The attached zip should fix the issue. Just extract the DLL and XML files into Assets\Plugins\Weaver\Utilities\Weaver Lite and overwrite the existing files (not the ones inside the Runtime folder).