Poor Man's Code Generation

After fixing the performance problems of the Visual Item Database, I decided to start dealing with a very annoying problem that has haunted me was for as long as ‘Categories’ have existed, which is the fact that in order to add or remove a category from the database you have to jump into code and add things in a relatively large number of places, which is something you don’t want to have for a tool that is supposed to be used by designers a lot, and when you factor in the fact that this process will probably be done more than once, you never really want to have it....

June 22, 2016

Performance Critical Editor Tools and Serialized Objects

Of all the awesome features in Unity, I find the ability to script the editor and make it do what you want using almost the same tools and API that the original developers used to make it one of the best features available to developers using Unity. Almost anything you can think of has been done using editor programming, from simple tools to complete editor overhauls, and I too have got my hands dirty with it....

March 30, 2016