03-25-2020, 01:26 AM
We've been looking into Curvy for the splines in our game, but we've been hitting some big issues with the way it seems to serialize generated meshes.
Part of the benefit of the 2018.3 prefab model is that you can have multiple people working on separate prefab files, without having to modify (or checkout) the main scene. This makes it really easy to collaborate on smaller bits of a bigger level.
From what I can tell, Curvy saves all generated meshes into the Scene file you currently have open, even if that spline/generator is in a Prefab. This makes for a lot of source control churn, and lots of merge conflicts, even if the change you made was quite small. Based on the way Curvy uses game objects to store spline data, it really *should* be possible to even have multiple people edit the same spline without issues!
Is there any way to set Curvy to either:
- Save the generated meshes to the lowest parent prefab.
- Don't serialize/cache the generated meshes, and instead mark them with hideflags.DontSave
I like Curvy a lot, generally speaking, but it's pretty unworkable given how much it saves globally.
Part of the benefit of the 2018.3 prefab model is that you can have multiple people working on separate prefab files, without having to modify (or checkout) the main scene. This makes it really easy to collaborate on smaller bits of a bigger level.
From what I can tell, Curvy saves all generated meshes into the Scene file you currently have open, even if that spline/generator is in a Prefab. This makes for a lot of source control churn, and lots of merge conflicts, even if the change you made was quite small. Based on the way Curvy uses game objects to store spline data, it really *should* be possible to even have multiple people edit the same spline without issues!
Is there any way to set Curvy to either:
- Save the generated meshes to the lowest parent prefab.
- Don't serialize/cache the generated meshes, and instead mark them with hideflags.DontSave
I like Curvy a lot, generally speaking, but it's pretty unworkable given how much it saves globally.