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Blueprints Phase II #102
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If you already tested Blueprints Beta you can drop your feedback here. Does it work? Any pain points? Bugs? |
It would be nice to have event firing when Blueprint inspector is updated in playmode, that would give a possibility to test blueprints live. |
@grygus on my list now :) thanks |
It's all bugs I found at the moment. Blueprints are very cool :) |
Found another little bug. When BinaryBlueprint selected in Project tab, right after compilation:
And from my previous post - bug 3 was my bug. Looks like you fixed it in 30.2, and I did not get fix because I create pools manually, without generator. |
It seems that it only generates one blueprints class. I was hoping it would generate one blueprints class for each blueprints.asset file. |
So I tried something like that in a component for blueprints.
And thought of using it as a some kind of scriptableObject alternative, but I guess this functionality is not there yet. :) |
Overall Blueprints are great! It's a very nice idea and it fits very well into Entitas.
Here's a bit of my code with blueprints at the moment:
This code filters the blueprints that match criteria, then selects a random blueprint from selected ones and creates an entity from that blueprint.
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related #267 JSON Blueprints |
Update: |
Will these changes make it possible to have Blueprint component fields save references to UnityEngine.Object types such as assets and ScriptableObjects? That'd be a big win! |
No further development on Blueprints for now, see #390 Blueprint sources will stay in the repo so they can be extended. |
Phase I laid the groundwork for creating, saving, loading and modifying blueprints (introduced in 0.30.2).
Phase II focuses on updating and repairing blueprints, e.g when a component got renamed or fields got renamed or removed.
Blueprints are considered as external configuration and they eventually have to be migrated every time you change your code.
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