public override void Bake(MyAuthoring authoring)
{
//I wish I could do this. :(
authoring.transform.position = Vector3.zero;
I don't quite understand why this isn't possible. (I mean, it's possible, it just does nothing to the outcome of the bake)
- either the IComponentDatas are already baked (old system was kind of like this), then I should be able to get them. But they're not yet baked, because if I add my own, a later step will see that it was already added before.
- or they are not yet baked, will get added after Bake() returns (new system - then I should certainly be able to modify the GameObject and Transforms before?)
I guess Bakers don't have a "PostBake" or "LateBake" thing, and I don't want to write a system for every single authoring component.
So at least I want to understand why this isn't possible. What has the Baking system done already that warrants it both letting my Authoring behaviour make fundamental (!) declaration about the Tansform and its hierarchy (e.g. TransformUsageFlags), yet not interact with the transform itself, and ALSO not interact with the baked LocalTransform etc.?
It would greatly help me plan my asset pipeline structure.
