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jfrisby | 7 years ago

It's just serialization as a workflow mechanism, and it really gets rid of a lot of workflow cliffs.

It's also nothing to be afraid of: You can absolutely do everything programmatically, using the same (mostly-public) APIs that the Unity editor (which is built using much of Unity itself). If you're ever wondering how something gets achieved in the editor, use MonoDevelop to decompile/disassemble the various .dll's that Unity includes.

I built UnityREPL precisely because I wanted to do a lot of things programmatically (especially, for example, making similar changes to a set of related prefabs).

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