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Description
this shouldn't be too hard:
- add global bool to enable runtime support or not
- if
runtime == false, use BobbinSettings.asset in /Assets/Bobbin/Editor/Resources/ (so that URLs don't get included in a build) and load the scriptable object viaEditorGUIUtility.Load() - if
runtime == true, use BobbinSettings.asset in /Assets/Bobbin/
other stuff to do:
- move BobbinCore.cs and BobbinSettings.asset outside of /Editor/ folder
- refactor BobbinCore to use #ifdef UNITY_EDITOR flags etc. for editor-only stuff, and/or make a separate BobbinCoreEditor.cs that lives in the /Editor/ folder etc
- add a Bobbin.cs MonoBehaviour that uses BobbinCore functions to process the BobbinSettings scriptable object, along with special settings / overrides (e.g. "refresh once forever" or "refresh once per player session" or "refresh on level load")
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enhancementNew feature or requestNew feature or request