Word Game Builder Pro source code guide

This is a short guide on how to work with the source code in Word Game Builder Pro.

Caveats

  • Example scenes (and other user-created scenes) will not work with extracted source code - you will need to rebuild new assemblies and replace the original ones (keeping the meta files intact) in order to use the examples.
  • Source code modifications are not supported by Thinksquirrel. This guide serves as a helpful tool to get started, but more advanced knowledge is required in order to develop or maintain the source.

Extracting the source code

  1. Add the following compilation defines to your project:
    • WGB_DEVELOPMENT (this is needed in order to prevent compiler errors) 
    • WGB_PRO to use Word Game Builder Pro features, or WGB_STANDARD to use Word Game Builder features - only one of these should be defined
  2. Delete the WGB.Runtime.dll (and optionally, the WGB.Editor.dll) files from the project.
  3. Extract the WGB.Runtime.Source.zip (and optionally, the WGB.Editor.Source.zip) files into the project, so that the folders match. Runtime code should be under Assets/Word Game Builder/_Main/Source and editor code should be under Assets/Word Game Builder/Editor/Source.

Rebuilding Assemblies (optional)

If you have knowledge of creating .NET projects outside of Unity, the assemblies can be rebuilt. All Word Game Builder assemblies are built with the Mono compiler shipped with the corresponding Unity version it was imported into; however, the Microsoft .NET compiler should work as well.

The following compilation defines must be included when rebuilding assemblies:

  • UNITY_X  (where X is the major Unity version for the current project)
  • UNITY_X_Y  (where X is the major Unity version and Y is the minor Unity version for the current project)

Do not include the WGB_DEVELOPMENT define when rebuilding assemblies from source.

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