The Neko Engine requires the contents of the bin folder of an Ultralight SDK to be located at assets/Natives/Ultralight for every game. While you're absolutely right, not to add these libraries to source control, I'm wondering whether there is a better solution.
The optimal solution would be to bundle Ultralight binaries in your Maven package or maybe in a separate Maven package if you want to support more platforms than just Windows out of the box.
If you can't embed resource files in Maven packages you could think about a script for projects like Among Us 3D which downloads and extracts Ultralight automatically.
The Neko Engine requires the contents of the
binfolder of an Ultralight SDK to be located atassets/Natives/Ultralightfor every game. While you're absolutely right, not to add these libraries to source control, I'm wondering whether there is a better solution.The optimal solution would be to bundle Ultralight binaries in your Maven package or maybe in a separate Maven package if you want to support more platforms than just Windows out of the box.
If you can't embed resource files in Maven packages you could think about a script for projects like Among Us 3D which downloads and extracts Ultralight automatically.