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Subscene Support #19
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Putting this on hold for now until I figure out how to add referenced based objects on scene conversion. |
Alright, with subscenes working with managed component datas, I think it would be best to start adding support to generate the vertices in subscenes. This might work really well with a procedural renderer instead of building meshes in runtime (issue #60). Runtime support will still be added in case the entire hierarchy needs to be rebuilt. |
So this is pretty much a redesign of the entire framework system. For Currently, I'm thinking that the Update loop should have the step where all of the indices are rebuilt in the buffer. And in late update, the mesh should be rebuilt to handle a different aspect ratio. Rebuilding ImagesFor most intensive purposes images just need to rebuild in their current indices since the # of vertices aren't intended to change. Rebuilding TextI think this is where it becomes really tricky. For most intensive purposes my workflow with handling text is knowing which text is dynamic and which is static. Static text like labels wil llikely have a typical TextMeshProUGUI component without any other additional components. But, if I wanted to manipulate text, just adding a custom MonoBehaviour which references TextMeshProUGUI would mean that text is intended to be manipulated. to emulate this kind of workflow - batching all the text to be the last kind of meshes in the batch would make sense. |
With runtime conversion possibly not the ideal workflow, it would be a good idea for me to support subscenes very soon. One of the issues I've been running into is adding a component object such as a texture or a material to an entity in a subscene - as the entity when loaded from the subscene does not have the said material.
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