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Being able to edit all resources within a folder is cool.
But in addition, it would be great if we were able to edit all existing Resources in the project of a specific type wherever they are in the project.
This way we would be able to organize our projects as we want, sometimes it doesn't make sense to put resources from the same type in the same folder. It happens often we want to put resources related to a scene in a folder specific to a scene.
Being able to create sheets per folder or per resources types would be the best of both world.
The two methods of filtering could also be mixed if it's not to hard too implement.
This way we would be able to find all Resources of a said type within a specific folders and all its nested subfolders.
The text was updated successfully, but these errors were encountered:
Ahah, usually we have a lot of different type of resources in a game that are very different from each other (CharacterStats VS ItemData for example)
My point is that I could have ItemData at many different places in my FileSystem, but would like to still be able to edit all of them in a table. But I don't want all CharacterStats to be display in the same table, as they don't share anything in common (same for all other resources types in my game)
Being able to edit all resources within a folder is cool.
But in addition, it would be great if we were able to edit all existing Resources in the project of a specific type wherever they are in the project.
This way we would be able to organize our projects as we want, sometimes it doesn't make sense to put resources from the same type in the same folder. It happens often we want to put resources related to a scene in a folder specific to a scene.
Being able to create sheets per folder or per resources types would be the best of both world.
The two methods of filtering could also be mixed if it's not to hard too implement.
This way we would be able to find all Resources of a said type within a specific folders and all its nested subfolders.
The text was updated successfully, but these errors were encountered: