#I made an ECS script file generator
1 messages · Page 1 of 1 (latest)
looks pretty good, especially for visual studio users (rider has a bunch of this stuff built in now)
yeah
i will use my solution until unity make this thing for vs 2022
well thats kind of up to microsoft not unity
but maybe an option for IBufferElementData instead of IComponentData would be nice?
for dynamicbuffer
my only critism of this is you appear to be putting your authoring/component in same assembly as your system
this is going to cause issues with re-baking
yeah that is what you should do
your authoring/component should be in a separate assembly to the system
otherwise when you make logic changes to your system it will cause your subscenes to rebake
not a big issue when you only have small subscenes
but as they grow larger and take seconds, or minutes to bake
not something you really want to do
now obviously not that hard for you to just copy/paste your output to appropriate places
but if you can find a way to automate it ++
thank you so much for the info
@unborn vessel
i wonder that IBufferElementData and assembly definitions are the only way to separate systems and components
I did something similar but have been putting off extending it until I could find something out about progress on what visual studio team are going to do
does your tool just run as a stand alone, or inside unity or visual studio?
its a standalone tool
btw your extension to visual studio looks very cool
It's just templates so they're not very smart, I uploaded it to github: https://github.com/redwyre/UnityDotsTemplates