To create a plugin for Mirage, follow these steps:
- Click on "Use this template" button at the top right to create your repo.
- Rename Assets/MyPlugin with a name appropriate for your plugin.
- Rename MyPlugin.asmdef.
- Edit MyPlugin.asmdef and change the name of the assembly.
- Adjust package.json to describe your project and change the package name.
- Update .releaserc.yml with the correct path.
- Update README.txt to describe your project.
- While not strictly required, I suggest creating a symbolic link from Assets/MyPlugin/Samples~ to Assets/Samples. This will allow you to open and edit your examples in Unity3D.
- Add your samples to package.json, so UPM can install them.
- If you create the plugin in Mirage repo, you will automatically use the org license for Unity3D otherwise activate a manual license and add it as a secret in your repo called UNITY_LICENSE. See https://github.com/MirageNet/unity-runner for detailed instructions.
- Create a sonar qube project for your repo in Sonarcloud or ask Paul if you would like it created in the MirageNet org
- Add SONAR_PROJECT_KEY secret. It must be set to the project id in sonarcloud. For example for MirageNet it is MirageNet_Mirage
- Add SONAR_PROJECT_NAME secret. Set it to a human readable name for your project
- Add SONAR_TOKEN secret. You can get the token by going through the configuration wizard in sonar qube
- Replace this readme with README.md.sample and edit as appropriate
Once your plugin is working the way you like, you can add it to OpenUPM by going to https://openupm.com/packages/add/