From 254b43c15aeaf72ea3b0a01b7468ba8c22adaaa5 Mon Sep 17 00:00:00 2001 From: Andrew Date: Thu, 21 Feb 2019 18:09:47 +0300 Subject: [PATCH] TODO with md --- TODO.md | 44 +++++++++++++++++++++++++++++++++++ TODO.txt.meta => TODO.md.meta | 2 +- TODO.txt | 40 ------------------------------- 3 files changed, 45 insertions(+), 41 deletions(-) create mode 100644 TODO.md rename TODO.txt.meta => TODO.md.meta (75%) delete mode 100644 TODO.txt diff --git a/TODO.md b/TODO.md new file mode 100644 index 0000000..8486066 --- /dev/null +++ b/TODO.md @@ -0,0 +1,44 @@ +* #### Asset Preset Postprocess Tool: + * Tool to automatically assign Presets to Assets conditionally on Import stage with AssetPostprocessor + * Conditions like "path contains/of type/with prefix/with postfix" + * Solid tool to replace custom AssetPostprocessors with nice interface due to Preset feature :) + +* #### MustBeAssigned may work with ScriptableObjects in project? + * Allow to disable this feature? Measure performance + +* #### Multiscene asset + * To save/load opened loaded/active scenes in editor + +* #### IPrepare interface + * To add custom logic to Behaviours + * Execute those on Playmode and game build + * To cache/calculate heavy stuff + +* #### MyGizmosHandler + * MyDebug.DrawText is working only in OnDrawGizmos :( + * I want to access OnDrawGizmos in non-MonoBehaviour scripts + * MB with static access, with lazy initialization and HideAndDontSave? + * EveryFrame subscription is heavy... + * Push struct with IDraw and logic to draw with gizmos, remove pusded structs from MyGizmosHandler.OnDrawGizmos? Measure performance + * Some way to draw every-frame Gizmos with system, that run only once per x seconds? + + +* #### AnimationCreator is pretty cool with simple Idle-Play or looping Idle animators. + * Is it possible to play animation without animator? + * https://github.com/Unity-Technologies/SimpleAnimation + +* #### EmbeddedAnimationCreator to EmbeddedAssetCreator? + * It's cool to have, to pack related assets into one parent asset + * Yeah, I know how parent assets, but how to unparent? + +* #### MyBundleUtility is a mess. Might be useful + * Tools to build bundles out of scenes (with multiscene solutions) + * And handle bundles loading/unloading on scene load/unload? + +* #### TemplatesCreator + * Add a way to add templates as separate assets + * There is no way to have MenuItems with runtime naming :(? + * MenuItems is separate feature/wrapper for TemplateCreator? + * WHOA! Figured it out. I may generate separate script with MenuItems in any selected by used folder. Find this script and get its path to regenerate if needed! + +* #### Unique component is deprecated. GUID component is better. Remove it \ No newline at end of file diff --git a/TODO.txt.meta b/TODO.md.meta similarity index 75% rename from TODO.txt.meta rename to TODO.md.meta index 5fe98c0..1d07104 100644 --- a/TODO.txt.meta +++ b/TODO.md.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: bf3b5057c91bb68428f2ec713bb8ae74 +guid: 3a94a7b365e6ee943b4da55544170a3f TextScriptImporter: externalObjects: {} userData: diff --git a/TODO.txt b/TODO.txt deleted file mode 100644 index a49421f..0000000 --- a/TODO.txt +++ /dev/null @@ -1,40 +0,0 @@ -*Asset Preset Postprocess Tool: - Tool to automatically assign Presets to Assets conditionally on Import stage with AssetPostprocessor - "path contains/of type/with prefix/with postfix" - -*MustBeAssigned may work with ScriptableObjects in project? - Allow to disable this feature? Measure performance - -*Multiscene asset - To save/load opened loaded/active scenes in editor - -*IPrepare interface - To add custom logic to Behaviours - Execute those on Playmode and game build - To cache/calculate heavy stuff - -*MyGizmosHandler - MyDebug.DrawText is working only in OnDrawGizmos :( - I want to access OnDrawGizmos in non-MonoBehaviour scripts - MB with static access, with lazy initialization and HideAndDontSave? - EveryFrame subscription is heavy... - Push struct with IDraw and logic to draw with gizmos, remove pusded structs from MyGizmosHandler.OnDrawGizmos? Measure performance - Some way to draw every-frame Gizmos with system, that run only once per x seconds? - - -*AnimationCreator is pretty cool with simple Idle-Play or looping Idle animators. - Is it possible to play animation without animator? - https://github.com/Unity-Technologies/SimpleAnimation - -*EmbeddedAnimationCreator to EmbeddedAssetCreator? - It's cool to have, to pack related assets into one parent asset - Yeah, I know how parent assets, but how to unparent? - -*MyBundleUtility is a mess. Might be useful - Tools to build bundles out of scenes (with multiscene solutions) - And handle bundles loading/unloading on scene load/unload? - -*TemplatesCreator - Add a way to add templates as separate assets - There is no way to have MenuItems with runtime naming :(? - MenuItems is separate feature/wrapper for TemplateCreator? \ No newline at end of file