DHART
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Next Tutorial: Using The Raytracer OR Generating A Graph
In this guide we will cover the following:
IMPORTANT: The current version of the project does not automatically link the C DLL within Unity. You must follow the steps in Adding DHART to Editor Path
listed below. The following tutorials and steps will work. However, you must either add DLLs to the editor or build and run the unity project for the DLL to link correctly, otherwise you will recieve a DLLNotFoundError
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bin
folder of the release should contain the following files:One quark of Unity is that the Editor in which much of your development happens handles DLL references differently than when you build a project. Currently, to use DHART within the Unity Editor, you must copy the DLLs listed above into the Editors installation directory.
Figure 0.0: Finding the Unity Editor Path
To find where your editor has been installed, open the Unity Hub and click on Installs. The Path to your Unity Editor version will be displayed under that version number.
Figure 0.1: Copying the DLLs into the Editor Folder
Open this path in a file explorer, and copy/replace the DLLs in the folder. If you are replacing any DLLs that came with Unity, it would be a very good idea to backup the Unity DLLs first! Note in the image shown, just a few of the DLLs are highlighted as an illustration, but you should copy all of them.
If you do not want to copy the DLLs, DHART will still work when you build and run your Unity project, but it will not be able to find the DLL in the Editor.
p.s. If you know how to avoid this copying of DLLs into the Editor folder please make a PR!
Figure 1.1: Creating a new project in the Unity Hub
To begin, open the Unity Hub then click the NEW button to create a new project.
Figure 1.2: The Create a Project Dialog
Select your desired project type, directory, and project name. For the sake of this tutorial, we will be using the 3D project type and naming our project DHARTAPIUnitySetup, but you can name your project whatever you want. When done with this, press the Create button to create the project and wait while Unity imports all the necessary files.
Figure 1.3: An empty Unity scene
Upon completion you should be greeted by an empty Unity scene.
Now that we have created a blank project, we need to import the DHARTAPI binaries as assets so Unity can see and interface with them.
Figure 1.4: Dragging the DHARTAPI bin folder into the Unity Project
If the DHARTAPI release package is zipped, unzip the contents to another location before copying it or you will get an error when trying to import it. Once you have the files, as shown in Figure 1.4, drag the bin
folder from the location you extracted the release to into the Unity Editor's assets window. Once you've done this, Unity should display the bin folder alongside the existing Scenes folder.
NOTE: If you accidentally drag the bin folder into the Scenes folder or anywhere else that would cause two copies of the same dll to exist at the same time, delete any duplicates before proceding. Multiple copies of the same DLL will cause conflicts and may result in Unity being unable to load it in the future steps. You'll know this has happened if you see the following error ‘Multiple plugins with the same name 'DHART_API’ (found at 'Assets/Scenes/bin/DHARTAPI.dll' and 'Assets/bin/DHARTAPI.dll')...` at the bottom of the screen.
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The binaries have been added to our project as assets, but let's make sure Unity is able to reference them in code. To verify that Unity can reference the DHARTAPI binaries, we're going to create a new script and look at its references. If we did everything correctly, Unity should automatically have added DHARTAPICSharp as a reference.
Figure 1.5: Creating a new C# Script
To create a new script, right click on a blank space in the assets window, hover over Create, then click C# Script.
Figure 1.6: Renaming a new script
Looking in the assets window, you should notice a new script file next to Scenes directory titled NewBehaviourScript.cs by default, and the name of it is highlighted in blue indicatign that you can rename it. Rename the script to HFExampleScript.cs.
NOTE: If you didn't name the file properly you can change the name of the script by right clicking on it and clicking Rename. This won't change the name of the class that the script contains however, so be prepared to change that when we open it.
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Figure 1.7: HFExampleScript.cs in the assets window
Now that we have our new script, double click on it to open Visual studio.
Figure 1.8: Viewing the references of a project in Visual Studio
In Visual Studio, navigate to the Solution Explorer then expand the drop downs for your solution, Assembly-C-Sharp, and References. If everything was done correctly, you should see DHARTAPI C# under the references for your project, as shown in Figure 1.8.
NOTE: If Mono-Develop appears instead of Visual Studio, then your installation of Unity is not set up to support Visual Studio. You can follow the above instructions from prerequisites to fix this.
NOTE: If you renamed the file earlier, then your class's name may not match the name of the class in Figure 1.8. To fix this, just replace the class's name with
HFExampleScript.cs
on line 5.
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NOTE: Your version of Visual Studio may use the light theme by default like pictured below. This is purely visual and will not have any impact on this tutorial.
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If you see DHARTAPI in your project's references, then you've successfully imported the DHARTAPI library and are ready to start using the DHARTAPI library.
Below is a link to the unity project created in this tutorial.
Tutorial 1: Unity Project Setup
In this tutorial, we went through the process of creating unity project and adding the dhart toolkit to the project. In the following tutorials, we will use this basis for using the modules that come with the dhart toolkit.
In the next tutorial: Using the Raytracer we will use DHARTAPI to create a plane, cast a ray at it, then get the point where the ray intersected the plane.