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For me what's missing is some kind of repository index. Either it could be part of the manifest.json or an additional JSON-file with content like: { "repositories": [ "https://github.com/a/b.git", "https://github.com/a/c.git", "https://github.com/a/d.git", "https://github.com/a/e.git", "https://github.com/a/f.git", "https://github.com/a/g.git" ], "updateURL": "https://mycompany.com/unity/package-repositories.json" }
After adding the repositories to the index, the packages in those git repositories should not be installed, but displayed in the package manager as installable.
Additionally it would be nice if this json file could be loaded from an URL (ex. https://mycompany.com/unity/package-repositories.json). As this URL is also in the json file itself as "updateURL", your extension can update this JSON file automatically. This would be awesome for big companies so that all employees can see all available packages without doing anything manually.
When saved in the EditorPrefs, this information could be used accross multiple Unity projects.
The text was updated successfully, but these errors were encountered:
For me what's missing is some kind of repository index. Either it could be part of the manifest.json or an additional JSON-file with content like:
{ "repositories": [ "https://github.com/a/b.git", "https://github.com/a/c.git", "https://github.com/a/d.git", "https://github.com/a/e.git", "https://github.com/a/f.git", "https://github.com/a/g.git" ], "updateURL": "https://mycompany.com/unity/package-repositories.json" }
After adding the repositories to the index, the packages in those git repositories should not be installed, but displayed in the package manager as installable.
Additionally it would be nice if this json file could be loaded from an URL (ex. https://mycompany.com/unity/package-repositories.json). As this URL is also in the json file itself as "updateURL", your extension can update this JSON file automatically. This would be awesome for big companies so that all employees can see all available packages without doing anything manually.
When saved in the EditorPrefs, this information could be used accross multiple Unity projects.
The text was updated successfully, but these errors were encountered: