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ComplexIndicates a more complex system, that requires more time and coordination.Indicates a more complex system, that requires more time and coordination.Workflow / UIAdding/improving UI and workflow of the Unity SDKAdding/improving UI and workflow of the Unity SDKhelp wantedExtra attention is neededExtra attention is needed
Description
While it's technically possible to create ProtoFlux with the SDK already by manually attaching binding components and linking them together, this is not friendly to user.
This could be solved by creating custom UI for visually editing ProtoFlux nodes from within the Unity Editor SDK. This UI would take care of creating & setting up binding components appropriately.
This is quite large task and I don't plan on working on this anytime soon, but I wanted to log this, since it's been floated a few times. If anyone's interested in taking a stab at this, feel free!
There's a few points I have on this:
- The positioning of the nodes should be translated to their positions in the scene roughly - that way if the nodes are unpacked in-game, they'll be in the same positions as they were in Unity (within a 2D plane)
- Ideally it should be implemented in bi-directional manner, without depending on any Unity-local stuff for storing the state. This way this interface could be used to edit existing node setups once the SDK is bidirectional
If anyone wants to put time into this, I'd be willing to help along by prioritizing following ResoniteLink features:
- Triggering ProtoFlux impulses
- Evaluating ProtoFlux nodes (e.g. so you can visualize outputs in the real-time mode in Unity)
- Potentially other stuff if it comes up and is relatively simple enough
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ComplexIndicates a more complex system, that requires more time and coordination.Indicates a more complex system, that requires more time and coordination.Workflow / UIAdding/improving UI and workflow of the Unity SDKAdding/improving UI and workflow of the Unity SDKhelp wantedExtra attention is neededExtra attention is needed