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unity – Making a procedural filter stack GUI much like Blender’s Mofifier panel


I’ve a knowledge construction that represents a easy terrain system and a variety of filter algorithms that may be run on it. I would like to have the ability to apply them in in any arbitrary order and have a number of situations with their very own settings, principally how the Modfiers panel works in blender.

At present, the filters are SO’s that implement an interface. Then through Odin, I can expose an inventory of kind <IFilter> to the inspector, and populate with SO situations in any order.

The script then iterates via the listing, feeding the output from one to the enter of the subsequent.

Record<Vertex2> generatedVerts = generateVerts(Settings settings)
foreach (var filter in filterList)
{
    generatedVerts = filter.Course of(generatedVerts);
}

return generatedVerts;

It really works, however the issue is every entry within the listing is related to an occasion of the SO. So if I wish to tweak the settings, I’ve to maintain monitor of which SO occasion corresponds to which entry within the listing and it will get complicated.

What I actually need is an interface the place I can visually reorder modules within the inspector, however additionally they have their very own controls uncovered relatively than being pushed by a separate SO, as I say like the way it works with blender modifiers.

Can anybody recommend an method for this? I do have entry to Odin if that can assist.

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