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Allow Settings ScriptableObject to be placed in different folder structures

Open CoderGamester opened this issue 10 months ago • 0 comments

Currently the package only allows Settings to live in the Assets/ByteBrew/Resources folder. Some projects grow in scope and this tight structure can become a problem.

Added initial check on ByteBrewSettingsHandler during Settings ScriptableObject asset creation to see if the scriptable object is already present in the Unity project This check also avoids running the entire logic if the settings already exist

Changes

  • Added dynamic asset discovery using AssetDatabase.FindAssets
  • Implemented fallback to default path when no existing asset is found

Testing

  • Verified asset discovery works in Unity editor
  • Confirmed fallback behavior when no asset exists

CoderGamester avatar Feb 02 '25 00:02 CoderGamester