Ondřej Nepožitek
Ondřej Nepožitek
It seems like it may not work after the changes for the Pseudo3D prototype. Also this: 
If we have many room templates, a non-trivial amount of time can be spent to compute the configuration spaces. For example, in the Enter the Gungeon example, it takes more...
The online API documentation is currently not very readable. We should make changes that are similar to the UnityFX theme (https://code-beans.github.io/UnityFX/api/Assets.Src.PlayerMovement.html)
It is currently not clear how are tilemaps from individual room templates merged to form the shared tilemaps. One possible approach is to merge tilemap layers based on their order...
The current architecture is based on a pipeline that was introduced in an early version of the plugin. Several things should be considered: - Do we really need the whole...
It seems that if colliders are enabled on shared tilemaps when we copy individual room templates, Unity tries to incrementally rebuild them to update their shape. When working with bigger...
## Too much backtracking when there is a problem with the earlier chains It sometimes happens that the way the earlier chains are laid out causes problems in the later...
- [ ] Make the Unity plugin compatible with the new DungeonGenerator - [ ] Export map descriptions from the Unity plugin - [ ] Forbid individual room templates to...
The goal of this feature is to generate each room chain in two distinct stages. In the first stage, only a subset of rooms is laid out, ignoring all the...
The goal of this feature is to improve the performance of the algorithm by observing how it behaves on a given input and then propose improvements of the generator's configuration...