When you put a plugin in the
plugin folder, it will be loaded every time you start The Machinery
and used by all projects. This is convenient, but sometimes you want plugins that are project
specific, e.g., the gameplay code for a particular game.
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There are two ways of doing this.
First, you could create a separate The Machinery executable folder for that specific project. Just make a copy of the The Machinery folder and add any plugins you need. Whenever you want to work on that project, make sure to start that executable instead of the standard one.
In addition to adding project specific plugins, this method also lets you do additional things, such as using different versions of The Machinery for different projects and remove any of the standard plugins that you don't need in your project.
The second method is to store plugins as assets in the project itself. To do this, create a New Plugin in the Asset Browser and set the DLL path of the plugin to your DLL. We call this a Plugin Asset.
The Plugin Assets will be loaded whenever you open the project and unloaded whenever you close
the project. Since the plugin is distributed with the project, if you send the project to someone,
they will automatically get the plugin too -- they don't have to manually install into their
plugin folder. This can be a convenient way of distributing plugins.
WARNING: Security Warning
Since plugin assets can contain arbitrary code and there is no sandboxing, when you run a plugin asset, it will have full access to your machine. Therefore, you should only run plugin assets from trusted sources. When you open a project that contains plugin assets, you will be asked if you want to allow the code to run on your machine or not. You should only click [Allow] if you trust the author of the project.
NOTE: Version Issues
Since The Machinery is still in early adopters mode and doesn't have a stable API, plugins will only work with the specific version they are developed for. If you send a plugin to someone else (for example as a plugin asset in a project), you must make sure that they use the exact same version of The Machinery. Otherwise, the plugin will most likely crash.
You can create a plugin asset in the Asset Browser. Righ Click -> New -> New Plugin. This will create a plugin asset in your asset browser. On its own this is quite useless. When you select it you can set the DLL Path for your plugin on windows or on linux. The moment you have selected the path to the dll. It will be imported and stored in the asset.
Note: The asset plugin will store the path absolute.
The plugin asset settings look as following:
You would have to repeat the above described workflow every time you change the code of your plugin. This is very annoying, but do not worry hot-reloading comes to rescue!
You can enable hot-reload for plugin assets by checking the Import When Changed checkbox (1) in the plugin properties. If checked, the editor will monitor the plugin's import path for changes and if it detects a file change, it will reimport the plugin.
The Windows & Linux DLL Path (2) can be used to provide the path to the DLLs for the importing the plugin. Plugin Assets need to obey the same rules as normal plugins. Therefore they need to provide the
TM_DLL_EXPORT void tm_load_plugin(struct tm_api_registry_api *reg, bool load) function. In case this is not possible because the DLL is a helper the helper check box can be called.