GamerXP
GamerXP
I needed something like this for the project, and decided to test it. It kinda does what I wanted in theory, but: 1. When you start and stop the game...
Maybe I'm misunderstanding something. Actually, I planned on using those placeholders as temporary graphics behore Unity loads full-res assets from the server. So, I assume player may actually see them...
Yep, sorry, a typo. 2021.3.30f. I'll try making an example project later. A bit busy for now.
Here you are: [SpineAddressableIssues.zip](https://github.com/EsotericSoftware/spine-runtimes/files/13050061/SpineAddressableIssues.zip) So, how to reproduce: 1. Windows -> Asset Management -> Addressables -> Analyze 2. Make suere there is full-res character in the scene 3. Press Analyze...
Weird. It works fine in the example project for me too, but is bugged in the actual one. I'll try checking what's going on here.
Thanks. I'll check it when I get time. We've solved texture loading in different way for now (by swapping texture in materials, while textures are automatically generated when building addressables),...
For building addressable only, the solution I've made is custom shemes (AddressableAssetGroupSchema) + custom addressable builder script (BuildScriptPackedMode). I don't think there is any way to modify existing build pipeline...
Just adding a note here for anyone who stumble upon this: https://github.com/Gamer-XP/LDTK2GMS2Pipeline I've written an external tool that allows to convert data back-forth between GM and LDTK. You can try...
I've found in-project settings for similar thing. Still didn't test if it will work like I want. When tested, I'll close this issue if it works the way I need,...
Ok, there if 1 thing that will be required either way, but it is missing now: LDTK should suggest reloading the project if it was changed externally. In case of...