@FreyaHolmer Well the way you've implemented this already has better UX than PB and makes it much more apparent that the mesh should be exported. A project-wide setting would be great. Eager to see the tool evolve!
@FreyaHolmer Also having a separate component isn't really a deal breaker, but we'd still like to be able to access the mesh filter if possible. Would it be too difficult to allow writing back to the mesh from an outside script without breaking the tool?
@FreyaHolmer 2) PB MeshFilter components - They don't play nicely when trying to do anything custom and make it much more confusing than working with the built in Unity MeshFilters. Just doing something simple like trying to set vertex colors on PB meshes from another script is always mess.
@FreyaHolmer We've been using PB as our primary mesh tool for years & would love an alternative. Biggest pain points are:
1) Prefabs - for some reason Unity considers any prefab with a PB component to have an override. And modifying a PB mesh on a prefab makes the editor hang for 5+ minutes.
@mrjordxn Thanks! Her rotation speed is actually almost instant already - That one turn could have just been some weird movement decisions on my part! -Alex
Another day in the woodland ๐ณ
(Trying to determine the best settings for MP4 captures/uploads - anyone have any tips?)
#IndieGameDev#indiedev#gamedev#indiegame
@ComposerBlake Thanks! We use ShareX for our MP4 and GIF captures, and it works great. The problem seems to be more so related to the compression from uploading, despite using the recommended settings. Oh well.
A look into our grayboxing/blockouts for #Blocktober
Our custom terrain tools allow us to quickly "sketch" an area for general composition, and basic shapes are used to represent props/structures.
#IndieGameDev#gamedevelopment#leveldesign