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- Can it cache itself somehow...? To gain static or single entry point access
- Base class (attribute?) to ensure that there is at least one SO of this type
- SelectFolder/Filename prompt will automatically appear on recompilation if no instances of SO found?
- Warning if there is more than one?
- Static accessor? Or probably better to add Load method?
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- To save/load opened loaded/active scenes in editor
- Write last opened asset id to EditorPrefs, bind to Save event to update asset automatically?
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- asset stores its version (incremented every time on changes). Store different import/export versions?
- stores latest sync version in EditorPrefs
- if EditorPref value changed, compare EditorPrefs version with asset export version
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- Statically assign via script
- Make readonly
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- RequireLayerOtRagAttributeHandler and MustBeAssignedAttributeChecker
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https://docs.unity3d.com/ScriptReference/EditorGUILayout.BeginFadeGroup.html https://docs.unity3d.com/ScriptReference/EditorGUILayout.InspectorTitlebar.html https://docs.unity3d.com/ScriptReference/EditorGUILayout.EditorToolbar.html
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- Some systems log things on BeforePlaymode and such messages will be erased if ClearOnPlay is set on Console
- RequireLayerOtRagAttributeHandler and some other system...
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- Allow to disable this feature? Measure performance
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- Static class with GetPoolable(this GameObject prefab) and DeactivatePoolable(this MB behaviour) or something
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- MyGizmos, MyHandles, MyDebug should be reconsidered
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- MyDebug.DrawText is working only in OnDrawGizmos :(
- I want to access OnDrawGizmos in non-MonoBehaviour scripts
- MyOnGUI may be useful, for instance, in FPSCounter feature
- MB with static access, with lazy initialization and HideAndDontSave?
- EveryFrame subscription is heavy...
- Push struct with IDraw and logic to draw with gizmos, remove pushed structs from MyGizmosHandler.OnDrawGizmos? Measure performance
- Some way to draw every-frame Gizmos with system, that run only once per x seconds?
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- Same with AutoProperty fields, if none found on GO
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- At least skip import if nothing changed?
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- So the idea is to add Context menu item to generate AnimationController asset with imbedded AnimationClips assets
- The simplest case is Animator with Play clip and empty default Idle. To play single animation on some event
- Another case is Animator winh one Default looping clip fir infinite cycled animation
- Is it possible to play animation without animator?
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- It is possible to embed one asset inside of another via script. Will be cool to have such functionality via ContextMenuItems
- It's cool to have, to pack related assets into one parent asset. Like animation clips in animator or relates SO assets or whatewer
- How to unparent assets?
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- Yeah well it looks like Unity now have its own Bandles Tools
- Tools to build bundles out of scenes (with multiscene solutions)
- And handle bundles loading/unloading on scene load/unload?
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- Template is custom code snippets, like "Create/C# Script" but for custom things
- Add a way to add templates as separate assets
- There is no way to have MenuItems with runtime naming :(?
- MenuItems is separate feature/wrapper for TemplateCreator?
- ?? I may generate separate script with MenuItems in any selected by used folder. Find this script and get its path to regenerate if needed!