Hi,
Ideally, sharing custom actions to the Ecosystem comes at a stage in your development skills where you are confident with scripting and Github, which then makes sharing a very straight forward routine:
- Forking: I never do forking, not sure if this is the best solution, I'd rather suggest cloning the ecosystem reps ( depending on the Unity version and or compatibility) and work on the clone reps, pushing your actions this way.
- An action should alwayy be hosted on the lowest possible repository ( they are each dedicated to a Unity version U4, U5, U2017), and yes, it should be tested against all major releases ( 5,2017,2018).
- Like above, if an action works on Unity 4 or Unity 5, it should go there. For example, in the coming month, I'll deprecate the U4 as PlayMaker is now 5.3+ only, so to reach the maximum audience, an action should ideally be host in u5 if possible.
- action can be coded anyway you want, is has to work, that's all. Ideally, each public properties should have proper tooltips.
- for an action to become available to the Ecosystem, you must have some specific comments, like this:
// __ECO__ __PLAYMAKER__ __ACTION__
these keywords helps the search engine to filter out content and only list these files in the Ecosystem browser.
The best way for you to learn, is to first have an action you'd like to share, clean it up, and then get back to me on skype or via pm, so that I help you throught the steps, I'd rather do one to one on boarding, as helping out varies depending on your skills and expertize with github and coding. So don't hesitate to pm me, I'll assist you through the process until you feel confident.
Bye,
Jean