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Hi @davidrios! Thank you for the kind words, I'm very glad that you are finding use for my plugin. I'm busy at the moment so I can't review your message in detail, but I wanted to go ahead and leave a note acknowledging your request. Some of the extended features really speak to me, such as the WMO doodad sets. I think there is a valuable case for that. The Asset Postprocesser is also pretty slow, so the idea of delegating some of that work is a wonderful idea. I will try to get back to you before next week. I appreciate your patience, and I'm glad you found success in forking the repo for your own use. 🙏 |
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@davidrios I'm finally freed up a bit so I can address the options you raised. Here are my thoughts on each item:
As for the suggested changes:
I'm so glad you found use for my package! Thank you for the thought-out response and recommendations. |
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Oh, I also meant to add - I need to do some work on the project's roadmap and priorities before I resume working on it in my spare time. I would very much appreciate any recommendations you have when reconsidering this. I have a handful of features (water meshes, texture atlas separation) that are half-developed on my local machine, and need a reset for my own head. Making some of these core changes - such as BiRP support, and making the package have some sort of config, would be a good place to start. |
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Took me a while to get back to it, but I just opened a mega PR with most of the stuff I had developed in my branch. No BiRP for now, but it'll be easy to add it later. |
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Hello.
Thank you so much for this repo, it has been a great help to me, especially since I'm a complete beginner with Unity.
I have create a fork and made several changes, so I was wondering what's your level of interest on them, if maybe I should open a PR backporting some or all of the changes. These are the changes, please let me know which ones you would like if, any:
AssetPostprocessor. In order to be able to successfully do stuff like doodad placement, every asset must already be imported, so in my version I have moved the post-processing logic to a separate step that the user executes after the initial importing is done. This also opens up the possibility for the user to try again if some assets have failed to import for some reason, and also this could be where the option of URP/BiRP is located.These are personal stylistic choices that I understand are pretty hard to swallow, so I don't expected them to be accepted:
varwhere possible. I'm completely new to C#, but from what I could see on the internet it looks like using var on most places is the currently accepted best practice. Coming from TypeScript and Python, where most types are automatically inferred, I find that a lot more convenient.Thanks again for the awesome work! I would love to hear your opinion on these changes.
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