Godot integration to main#7
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Thanks for your work on the Godot integration! My Godot knowledge is limited so I'll focus on aspects of the PR that I can meaningfully comment on (some of them a bit superficial perhaps).
Looks sensible.
Do you mean that this would cause it to not be compiled in Unity (as intended)? Just checking since "this should not compile" being a separate bullet point made me unsure.
I think this part is perhaps not urgent, given there is no sample scene that shows the SaveState functionality, or even documentation on how to use it. I've been meaning to add that when I had time. Until then, I'm not sure how you would test/confirm that the Godot integration of it works correctly?
Thanks!
I don't understand this well. The two new python files have the same comment at the top. Is this intentional or an oversight? If they do something different, I don't think they can share the same branch?
Sounds good! Some additional comments: For the GenerationSource you added your name to the copyright. We should ensure proper copyright notices for all the files you added (at least C# files). I would suggest these two forms, the first for files that you based on files I wrote, and the second for files you wrote from scratch: Some notes on formatting: We should ensure files have a newline at the end (e.g. last line of a file should be empty) as it seems to be best practice and avoid confusion in diff tools. Some of your edits to existing files removed newlines (visible in the GitHub diff as red circles with a minus inside. It seems Godot docs officially recommend spaces over tabs, so I understand why all the Godot-specific C# files use spaces unlike the rest of the codebase. Ah well. Keep up the good work! |
yes I meant it as the
I don't know either I usually would implement it, but mark it as untested with a comment. In this case I might wait for you with an example and leave the implementation open until then.
this is a copy paste error, one was ../godot_addon and one is ../godot_project
I just wasn't sure about the etiquette on that. I will change accordingly.
I will keep that in mind. The "concat file" example seems logical. and I can switch to tabs for you. I don't mind that my Texteditor does the conversion automatically as I type and this is a mixed Project so you can have the last say in it.
Thank you ~ |
Added only halfway working _Get and _Set in editor. Added extra line at the end in some files
new: height maps are now being rendered chg: all files should have a new line at the end chg: license header was wrong
This is not finished, but how I would imagine the integration.
in Src:
#if UNITY_2019_4_OR_NEWER#if Godot4I added the exclusion of the Godot folder to the upm deploy script so that it doesn't move unnecessary files.
I added 2 new python scripts, one to deploy to the godot_project branch, which has a fully working godot project with Samples, but which can also be used to export an addon zip later for the Assetshop (I hope)
The second script is only the addon folder flat (with plugin.cfg in root), which could also be used for Assetshop export, but can also be used by other godot project to add it as git submodule.
I leave this as draft until I'm happy with the implementation, but feel free to comment on the things I mentioned in here.