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EXPERIMENTAL Version 1.0.9.1
- BACKUP YOUR PROJECT BEFORE USING - Updated Mirror Runtime Dependency - Custom built libraries for Windows, macOS and Linux with LZ4 packet-level compression enabled - Updated ENet.cs Unity wrapper - Code tidy up and refactoring
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IgnoranceTransport/Dependencies/ENet.cs

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IgnoranceTransport/IgnoranceTransport.cs

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IgnoranceTransport/Properties/AssemblyInfo.cs

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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.9.0")]
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[assembly: AssemblyFileVersion("1.0.9.0")]
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[assembly: AssemblyVersion("1.0.9.1")]
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[assembly: AssemblyFileVersion("1.0.9.1")]
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This folder (Redist) contains a compiled DLL for x86_64 Windows, MacOS and Linux distros.
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x86 Windows target might come at a later date, depends if ENET will compile for non-64bit
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targets.
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This folder (Redist) contains a compiled DLL for x86_64 (64-Bit) Windows, MacOS and Linux distros.
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NOT COMPATIBLE WITH x86 (32-Bit) targets. Ensure you build a 64-Bit Player or you will get a TypeLoadException.
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Android/iOS not supported.
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Please note that you may need to exclude the Windows DLL on non-Windows targets.
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This can be done by selecting the enet.dll and selecting "Editor" from "Exclude from platforms"
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under the OS you're running.
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They have been custom compiled by myself (SoftwareGuy) on my own Windows 10 machine running Visual Studio Community 2017, my own MacBook Pro using CMake + Xcode and a Ubuntu linux machine.
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For example:
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MAKE SURE ONLY ONE COPY OF THE FILES CONTAINED INSIDE THESE FOLDERS ONLY EXIST AT ONE TIME.
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IF YOU HAVE MULTIPLE COPIES OF THESE FILES, YOU WILL GET WEIRD SHIT HAPPENING.
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Windows: Select both enet.bundle and libenet.so and choose Exclude from platforms: Editor
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MacOS: Select enet.dll and libenet.so and choose Exclude from platform: Editor
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Linux: Select enet.dll and enet.bundle and choose Exclude from platform: Editor
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MAKE SURE YOU CORRECTLY CONFIGURE THE PLUGIN TARGETS:
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Windows: Exclude enet.bundle (inside macOS folder) and libenet.so (inside Linux folder) from Unity Editor.
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Mac OS: Exclude enet.dll (inside Windows folder) and libenet.so (inside Linux folder) from Unity Editor.
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Linux: Exclude enet.dll (inside Windows folder) and enet.bundle (inside macOS folder) from Unity Editor.
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If you get an error about a DLL not having valid meta data, make sure you have done above steps correctly.
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Otherwise, restart Unity and if it persists open a support ticket.
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If weird shit starts happening after doing these above steps, please restart Unity. When a native DLL is loaded, it cannot be unloaded unless you restart the editor.
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Otherwise, restart Unity and if it persists open a issue on the GitHub.
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Failsafe.zip contains NX-supplied DLLs that may not be up to date.

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