#I have a question about assemblies

1 messages · Page 1 of 1 (latest)

pulsar pike
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I've identified one editor system in a monolithic assembly project that doesn't have a lot of external dependencies that I'd like to re-use in other projects.

The system is one that procedurally creates and destroys gameobjects. Currently, each gameobject created by the system gets a specific Tag and is put into a specific Layer.

I'm curious on how anyone else has solved this problem given that the Layer/Tag may not exist in the new project.

graceful leaf
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i would say with a readme and documentation

hazy nacelle
graceful leaf
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could do that, unity does have a nice flag enum UI for selecting layer masks