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- IdanB-Forsight
- Posts: 12
- Joined:
How to load converters that exists in C++ code into studio ?
Hi,
I'm attempting to make some environment running inside Noesis Studio.
Currently i have code written inside native SDK (C++).
If my xaml has reference to converter inside c++ file.
How would i import this resource into my environment, so i may see it's available to selection from "Converter" drop down ?
I'm attempting to make some environment running inside Noesis Studio.
Currently i have code written inside native SDK (C++).
If my xaml has reference to converter inside c++ file.
How would i import this resource into my environment, so i may see it's available to selection from "Converter" drop down ?
Re: How to load converters that exists in C++ code into studio ?
Right now, the only solution for this is building Studio from source code.
This will be solved once Studio is part of the SDK and Unity/Unreal plugins. We are working on it.
This will be solved once Studio is part of the SDK and Unity/Unreal plugins. We are working on it.
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- IdanB-Forsight
- Posts: 12
- Joined:
Re: How to load converters that exists in C++ code into studio ?
Hi,
Since i don't have source access, but still would want to use the tool.
Not sure how long before the UE5/unity plugin will be available..
Any chance you can have as a temp "workaround" some "plugin system" that will auto load any .so file placed on specific directory ?
I don't really need the studio source code, I just need it to load some custom converter in my code.
Since i don't have source access, but still would want to use the tool.
Not sure how long before the UE5/unity plugin will be available..
Any chance you can have as a temp "workaround" some "plugin system" that will auto load any .so file placed on specific directory ?
I don't really need the studio source code, I just need it to load some custom converter in my code.
Re: How to load converters that exists in C++ code into studio ?
The current standalone version of Studio is a monolithic executable. Even if we were to implement a plugin system, it would still require a .lib and .dll for building your plugins.Any chance you can have as a temp "workaround" some "plugin system" that will auto load any .so file placed on specific directory ?
This kind of extensibility will be possible with the upcoming SDK and the Unity/Unreal plugins.
We’re actively working on it, and it's currently one of our top priorities.
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- IdanB-Forsight
- Posts: 12
- Joined:
Re: How to load converters that exists in C++ code into studio ?
Hi,
Any news on the native SDK C++ version ?
Any news on the native SDK C++ version ?
Re: How to load converters that exists in C++ code into studio ?
We are very close to releasing the C++ SDK, Unity, and Unreal integrations with Studio support.
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- IdanB-Forsight
- Posts: 12
- Joined:
Re: How to load converters that exists in C++ code into studio ?
Hi, now that unity & unreal version is available,
can i do this for the native SDK ?
can i do this for the native SDK ?
Re: How to load converters that exists in C++ code into studio ?
Not yet :) But next one is the Native SDK.
Thanks for your patience.
Thanks for your patience.
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