Continue the development of your Unity Package Manager (UPM) package by adding the assets (including code) that make your package unique.
Before you begin this phase of development, consider how others will use your UPM packageA Package managed by the Unity Package Manager. Refer to Packages.
See in Glossary. Determine whether the package falls into one or both of the following categories:
Editor
subfolder. Final builds of the project don’t include these packages. Examples include:
Runtime
subfolder. Final builds of the project include these packages. Examples include:
Follow these steps as you iterate on the development of your package:
Add Editor code to your package’s Editor
subfolder and runtime code to the Runtime
subfolder.
Note: If your package also contains non-code assets, include them in the relevant folder.
Optional: You can organize your content in a more complex folder structure. However, complex structures might require you to update the package’s assembly definition files.
Check the package’s assembly definition files to make sure they’re correct. They usually don’t need updating, unless you change the location of your scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
Edit the package manifest, making sure all required and recommended fields have values. Consider supplying values for the relevant optional fields.
Test your package.
When your package is functioning as expected, you can proceed with other activities in the package development workflow. Typical activities at this stage of package development include: