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Custom Unity plugin unable to patch ??

Discussion in 'New users start here - FAQ' started by KWhale, Dec 27, 2021.

  1. KWhale

    KWhale New Member

    Joined:
    Aug 29, 2019
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    183Coins
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    +4 / 0 / -0
    My Motion Simulator:
    6DOF
    I have a unique issue, I think. I'm working with a Unity build. To get Simtools to work with the Unity editor, for debugging, I had to rename the Unity executable to my game name. Worked great. Now i need to run both the Unity executable And the VS debugger to debug my motion, which is complicated and won't lend itself well to just printing values. The VS debugger also looks for an executable to attach itself to, in this case, an executable named "Unity". I could not successfully point it to a different name. So, I changed my executable back to Unity, and tried to create a plugin for a game called "Unity". Unfortunately, I can't get the game to patch. I'm not using patching, so the plugin is set to False. The game shows unpatched, so when I try to patch, i get a message that the game must be installed and run first, but I've done that numerous times. I expect the issue is that I've already done that under a different executable name, so I need to copy some sort of pointer files for my new name, "Unity". Any recommendations? Thanks!
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
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    21,517
    Occupation:
    Innovative tech specialist for NGOs
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    St Helens, Tasmania, Australia
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    150,722Coins
    Ratings:
    +11,018 / 55 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Just in case you have not come across it here is the guide to telemetry for Unity: https://www.xsimulator.net/communit...ry-output-into-a-game-unity-and-ue4-code.287/

    Here you can find out how to unpatch without a game: https://www.xsimulator.net/community/faq/how-to-unpatch-plugin-without-game.229/