#I have a question about assemblies
1 messages · Page 1 of 1 (latest)
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.
i would say with a readme and documentation
Don't use tag, replace it with component. Make layer configurable by user rather than using fixed name.
could do that, unity does have a nice flag enum UI for selecting layer masks