Currently the partition files are stored like this: SceneName-Id.yaml
Check if there is a (fast enough) way to add the name of the object and/or the object type.
The name and the type should be added after the 'ID' part since the files need to stay in order (I think, maybe this is not needed anymore, bit is still nice to have).
This could help in source control to get a better understanding of what the user is working with.
If an object doesn't have a name, maybe trace it back to the GameObject/Prefab it belongs to.
Currently the partition files are stored like this: SceneName-Id.yaml
Check if there is a (fast enough) way to add the name of the object and/or the object type.
The name and the type should be added after the 'ID' part since the files need to stay in order (I think, maybe this is not needed anymore, bit is still nice to have).
This could help in source control to get a better understanding of what the user is working with.
Examples:
SceneName-Id-ObjectName.yaml
SceneName-Id-ObjectName-ObjectType.yaml
If an object doesn't have a name, maybe trace it back to the GameObject/Prefab it belongs to.
max
added this to the ScenePartition POC project 2023-07-29 02:36:14 +02:00
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Currently the partition files are stored like this: SceneName-Id.yaml
Check if there is a (fast enough) way to add the name of the object and/or the object type.
The name and the type should be added after the 'ID' part since the files need to stay in order (I think, maybe this is not needed anymore, bit is still nice to have).
This could help in source control to get a better understanding of what the user is working with.
Examples:
SceneName-Id-ObjectName.yaml
SceneName-Id-ObjectName-ObjectType.yaml
If an object doesn't have a name, maybe trace it back to the GameObject/Prefab it belongs to.
ScenePartition Readable File Nameto Readable File Nameswhile it is easier to read it might also break version control references on object rename. so this might not be the ideal solution.