editor-core
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Crate that allows an Amethyst game to communicate with an editor.
> ~~This issue is currently blocked by #27.~~ Allow the editor to request that an existing component be removed from an entity at runtime. To do this, add a variant...
> ~~This is currently blocked by #27.~~ Add a way for editors to request that a new component be added to an existing entity at runtime. The editor should specify...
In order to properly support serialization for types that contain an `Entity`, we need a way to create an intermediate type that converts entities and other non-stable data into a...
Add support for allowing the editor to request that a new entity be added to the game world. * Add a new variant to `IncomingMessage` called `CreateEntities` for requesting that...
> This ticket is blocked until #26 and #27 are complete. As defined in #26 and #27, we support syncing Components/Resources that only implement `Serialize`, but in a read-only fashion...
Currently `EditorLogger` only passes log output to the editor, but doesn't log anything to the local console. It would be good to also be able to pass log output through...
The core functionality of this crate, synchronizing component and resource data with an editor, isn't actually specific to Amethyst. Most of the functionality is still useful to projects that use...
Right now we use the user-provided names for Resources/Components to identify them when deserializing update data sent from the editor. While this is an *okay* solution in the short term,...
Currently we require that the application logic manually create and bind a UDP socket and add it to the world as a resource. This gives the user control over what...
Originally brought up by @jojolepro in randomPoison/amethyst-editor#29. The following components provided by Amethyst do not implement `Serialize`: * [x] `UiTransform` * [ ] `MeshData` * [x] `UiText` * [x] `Removal`...