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Problems with Unity integration using version control (SVN)

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Hello. My team wants to include Wwise into our current Unity project and we are having some problems. The first being that if one of the computers adds the Wwise-Unity integration and commits the changes to our repository, random things happens in our project; for example: game objects are missing some built-in scripts like Slider, networking components, etcetera. How should we integrate Wwise to Unity in a way that works for any other computer using the Unity3D editor?  Are there specific considerations to be taken for each operative system? We are using Windows, Mac and Linux computers and they need a fully functional version of the Unity project.

Thanks in advance,

Mauro.
asked Sep 29, 2015 in General Discussion by Mauro A. (160 points)
We solved the "random missing things" problem. Our Windows PCs are using TortoiseSVN, which is, by default, set to exclude important files by extension, such as *.so, *.libs... It seemed that when applying the integration package some of the modified files got left out unversioned because of this filter.

Apologies for thinking it was a Wwise Integration issue.

Now we have our Windows and Mac machines running Unity with Wwise without any issue. Awesome.

Nevertheless, we couldn't get our linux machine working. This is what we get on the console after opening the project:

Assets/Wwise/Deployment/API/Generated/Common/AkDeviceSettings.cs(102,10): error CS0246: The type or namespace name `AkThreadProperties' could not be found. Are you missing a using directive or an assembly reference?

And

Assets/Wwise/Deployment/API/Generated/Common/AkInitSettings.cs(179,10): error CS0246: The type or namespace name `AkAudioAPI' could not be found. Are you missing a using directive or an assembly reference?


Any clues?


I forgot to add that we are using the latest available Unity3D (5.1.0f3) and the latest Wwise and Wwise integration (2015.1.2).

Thanks for your support,

Mauro.

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