Project is on-hold indefinitely. Things got busy and I didn't have time to complete. Times have changed. Either Hyland has better dev tools or people have found suitable workarounds. But bascially, you use the Hyland API in your Visual Studio project so you can interface with your OnBase instance as if the Unity script were running within OnBase. You get full VS tools and git version control as well as ability to debug using your OnBase data. The trick to minimizing the deployment burden, is to put code in a Library project and reference that in your Unity script entry. You pass parameters and results through OnBase property bag. The major limitation back in the day was Hyland didn't let you reference library scripts in other library scripts so the workaround was to have a single giant library script--deployment macros could help with code reuse and organization.
Develop and test OnBase Unity scripts outside of OnBase using Visual Studio.
Scripting in OnBase has significantly improved since the early days of typing VBScript in a plain text control. However, as the capabilities of the Unity API have increase the built in development tools have lagged and remain largely only appropriate for short, simple scripts. Fortunately, with some planning and a little extra code, Unity Script and Unity Library code can be developed and tested using Visual Studio with a direct link to the development instance of OnBase.
Synchronization with Unity Editor is the bottleneck for the time being. Hyland does not offer any automated methods to export or import Unity projects.
All product and company names are trademarks or registered trademarks of their respective holders. Use of them does not imply any affiliation with or endorsement by them or of them.
OnBase is a registered trademark of Hyland Software.
This open-source project is sponsored by OneLink.net.
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The MIT License is a permissive license that is short and to the point. It lets people do anything they want with the the code as long as they provide attribution back to OneLink and don’t hold OneLink liable.
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License text and attribution in LICENSE file in root of repository.
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Fixes and enhancements are appreciated and recommended.
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Those wishing to avoid attribution can contact OneLink for special excemptions.