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Oops, need to include Newtonsoft JSON dll in the mac release too. Twe…
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…aked documentation.
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joethephish committed Mar 12, 2016
1 parent 5cc54ee commit fe4b062
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4 changes: 3 additions & 1 deletion Documentation/RunningYourInk.md
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Expand Up @@ -6,7 +6,9 @@ At this point, we're assuming that you're up and running: you have at least a ba

*(Note that if you're not using Unity, skip to the section below; we'll assume that you've loaded your `.json` file into a string, ready to go.)*

Add your compiled `.json` story to Unity, and it'll be imported as a TextAsset. We recommend that you create a wrapper MonoBehaviour component for the **ink** `Story`. Here, we'll call the component "Script" - in the "film script" sense, rather than the "Unity script" sense!
Add your compiled `.json` story to Unity, and it'll be imported as a TextAsset. You'll also need to add the `ink-engine.dll` and `Newtonsoft.Json.dll` libraries.

We recommend that you create a wrapper MonoBehaviour component for the **ink** `Story`. Here, we'll call the component "Script" - in the "film script" sense, rather than the "Unity script" sense!

using Ink.Runtime;

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4 changes: 3 additions & 1 deletion README.md
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Expand Up @@ -56,7 +56,7 @@ Broadly, the engine is made up of two components:

## Integrating into your game

We currently have a C# runtime DLL, for example for use in Unity. It has a very simple API, so is easy integrate. It's not designed as an end-to-end narrative game engine. Rather, it's designed to be flexible, so that it can slot into your own game and UI with ease. Here's a taster, and is all you need to get started:
We currently have a C# runtime DLL `ink-engine.dll`, for example for use in Unity, and you'll also need the included `Newtonsoft.Json.dll`. It has a very simple API, so is easy integrate. It's not designed as an end-to-end narrative game engine. Rather, it's designed to be flexible, so that it can slot into your own game and UI with ease. Here's a taster, and is all you need to get started:

using Ink.Runtime;

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**ink** is released under the MIT license. Although we don't require attribution, we'd love to know if you decide to use **ink** a project! Let us know on [Twitter](http://www.twitter.com/inkleStudios) or [by email](mailto:info@inklestudios.com).

[Newtonsoft's Json.NET](http://www.newtonsoft.com/json) is included, and also has the MIT License.

### The MIT License (MIT)
Copyright (c) 2016 inkle Ltd.

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2 changes: 1 addition & 1 deletion build_release.command
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Expand Up @@ -19,5 +19,5 @@ export CC="cc -arch i386 -framework CoreFoundation -lobjc -liconv"
# "Bundles in addition support a –static flag. The –static flag causes mkbundle to generate a static executable that statically links the Mono runtime. Be advised that this option will trigger the LGPL requirement that you still distribute the independent pieces to your user so he can manually upgrade his Mono runtime if he chooses to do so. Alternatively, you can obtain a proprietary license of Mono by contacting Xamarin."
# http://www.mono-project.com/archived/guiderunning_mono_applications/
mkbundle ./inklecate/bin/Release/inklecate.exe --deps --static -o ./ReleaseBinary/inklecate ./ink-engine-runtime/Newtonsoft.Json.dll
zip --junk-paths ReleaseBinary/inklecate_mac.zip ReleaseBinary/inklecate ink-engine-dll/bin/Release/ink-engine.dll
zip --junk-paths ReleaseBinary/inklecate_mac.zip ReleaseBinary/inklecate ink-engine-dll/bin/Release/ink-engine.dll inklecate/bin/Release/Newtonsoft.Json.dll
rm ReleaseBinary/inklecate

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