MeshSync
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Sync empty objects
I'm using this tool since a couple days to make level design directly from Blender and I must say it's awesome, though one thing that I feel is missing is synchronisation of empty objects. This would be great to place stuff like triggers directly in the scene, or to automate some things (e.g. making a script listening to OnPostRecvMessageCallback to scan the content and auto add components or prefabs to objects with a specific name).
Do you have a specific use case/sample of what you are trying to achieve ?
Sure, here's an example. I need triggers in tons of places in my level, so I use empties in Blender as reference to know where they should be:
Currently, every time I make a layout change in Blender, I have to move around the actual triggers in Unity to match with the new positions (which happens quite a lot).
If empties were synchronized, I could simply add the trigger components on them in Unity and then move them directly from Blender, instead of having to do the work twice.
Here's another example:
If empties were synchronized, I could simply have an empty (the cube on the image) on this torch, with a specific name like ParticleSystem_Torch. Then, in Unity, I could make a script listening to OnPostRecvMessageCallback to know when the scene has been updated, and automatically attach a fire particle system on every empty named ParticleSystem_Torch.
Interesting ! Thank you very much. We'll consider this.
Thank you for your feedback @FlorianBarnier. This should work in version 0.16.
That's great to hear, thanks!
Closing this for now. Please feel free to reopen if you think the issue still applies.