#[WIP] Blueprinter CHIBI

11 messages · Page 1 of 1 (latest)

sour walrus
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Import model and create new assets or unit to be spawned in-game.

Phase 1: Architecture

Help me choose which architecture that you would like

1) The "Runtime Importer"

- Place the FBX file in designated folder (e.g., StreamingAssets).

- Using a Runtime Importer script to load the file as a raw object.

- Instantiate the resulting GameObject into the game.

2) The "Blueprinter" Path (The Addressable/Bundle Way)

- User puts FBX into the SDK project. (Literally how Blueprinter works)

- "Build" in that project (this generates a .bundle file).

- Moves that .bundle file into plugins.

- Game loads the .bundle using AssetBundle.LoadFromFile() or the Addressables LoadAssetAsync API.

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[WIP] Blueprinter CHIBI

sterile atlas
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make sure the system for importing the models is called DOKI

true basin
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im mad this aint branded with THE chibi, LA CRIATURA, chibidoki herself

sterile atlas
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NO modding scene is crazy

true basin
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this one yes sirrr

gusty lodge
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@sour walrus Flying Bruckell Bastion when?

sour walrus
gusty lodge
sour walrus
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The in-game uma