After trying to save this logs
Generate codegen types: /Users/ivan/SirenaSnake/Assets/…/Library/Needle/CodeGen/Types.json
SourceFiles: 1800
Run codegen for Rotate.ts at /Users/ivan/SirenaSnake/Needle/Main/src/scripts/Rotate.ts
Command: node component-compiler.js “/Users/ivan/SirenaSnake/Assets/Needle/Components.codegen” “/Users/ivan/SirenaSnake/Needle/Main/src/scripts/Rotate.ts” in /Users/ivan/SirenaSnake/Library/PackageCache/com.needle.engine@2.55.0-pre/package~/node_modules/@needle-tools/needle-component-compiler/src
by user 353918275215818754
v16.14.0
by user 353918275215818754

by user 353918275215818754
also i switch from 2022 version to 2021.3 as recommend on requirements
by user 353918275215818754
also wanted to mention that
my rotate.cs
// NEEDLE_CODEGEN_START
// auto generated code - do not edit directly
#pragma warning disable
namespace Needle.Typescript.GeneratedComponents
{
public partial class Rotate : UnityEngine.MonoBehaviour
{
public float @speed = 1f;
public float @money = 3f;
public void start(){}
public void update(){}
}
}
// NEEDLE_CODEGEN_END
when rotate.ts is
import { Behaviour, serializable } from "@needle-tools/engine";
export class Rotate extends Behaviour
{
@serializable()
speed : number = 1;
money: number = 3;
start(){
// logging this is useful for debugging in the browser.
// You can open the developer console (F12) to see what data your component contains
console.log(this);
}
// update will be called every frame
update(){
this.gameObject.rotateY(this.context.time.deltaTime * 1);
}
}
it’s quite strange that update is empty
by user 353918275215818754
it’s after when i run command manually from terminal
by user 353918275215818754
also thanks for needle
it’s quite brilliant idea to bring unity to three js because wasm and unity webgl too slow
but i can’t use engine at all because custom scripting doesnt work🥲
by user 353918275215818754
It does work, you can use needle engine and the exporter, just auto compiling seems to have an issue from unity for some of you. I tried this on osx after it was reported but couldnt reproduce (the compiler worked as expected)
Im currently on holiday and will be back on the 30th to try to figure out why. You can manually create a c# component or invoke the script command manually that is logged in the console. Exporting components does still work.
Also all methods in csharp will always be empty because we don’t build the full csharp code, only components to hold the data for you to setup in unity and export (you can still implement them in c# if you want to of course)
oh, i see
everything working, okey
it’s quite interesting why auto exporter doenst work in mac os and windows (two different machines)
thanks for reply, now i can use command btw
by user 353918275215818754
By auto exporter you mean the compilation of js to csharp mock right?
yeah, i can generate c# files only with compile command, auto save doesnt work
by user 353918275215818754
Hey guys, could you try updating to the latest release and then try running the same command using the command tester window I added? You can open it via this menu item

and then enter the command you run manually with the correct paths like this and tell me what it says
(you can try both Run in Unity and Run External)

You can also try enabling “Debug” on the component and then re-save one of the scripts

I’m also having problems with the generator. I tried running the command in the command tester and I got zsh:1: command not found: node
. Could it be related to the node path issue reported here? Discord
by user 401167615826984963
Yes that would be that issue. But does generating projects work? Do you use nvm?
@Weezle░ (らアザ) any chance you could try the above too once more? Im currently trying to reproduce / figure out why its not working for you guys.
yeah, i will try later today, thanks
by user 353918275215818754