needle-tools / custom-timeline-editor Goto Github PK
View Code? Open in Web Editor NEWcustom keyframes for Unity's timeline 🎞 (interpolate lists of anything) with visual tools 🖌 and C# to computeshader binding
custom keyframes for Unity's timeline 🎞 (interpolate lists of anything) with visual tools 🖌 and C# to computeshader binding
Cloning into 'I:/Unity Projects/custom-timeline-editor/modules/Unity-Custom-Undo/modules/InspectorButton'...
remote: Repository not found.
fatal: repository 'https://github.com/needle-tools/InspectorButton/' not found
fatal: clone of 'https://github.com/needle-tools/InspectorButton' into submodule path 'I:/Unity Projects/custom-timeline-editor/modules/Unity-Custom-Undo/modules/InspectorButton' failed
Failed to clone 'modules/InspectorButton'. Retry scheduled
Works like has fixed size so ensures keyframes with lists have always same length
When creating new kf uses previous value and then replaces every value during a stroke (depending on stroke length and array size)
currently when deleting a track all track assets get deleted which in turn delete saved subassets
Undo does not work properly in this case and can easily lead to data loss which must not happen
Data should serialized to temp location and loaded again
Add some sort of notification/warning if data is not saved to track asset
Learn uss
Make it so it can appear either in scene or in separate window
Somehow clip is duplicated on exit playmode and painted data is lost
For buffering etc settings
e.g. when editing keyframe value and then pressing undo the first undo step does nothing?!
keyframe-edit is actually undone on second time ctrl+z is pressed
kann ich für meinen type überschreiben wann der in screenspace getroffen wird?
also Beispiel: ich hab Vector3 aber rechne in "anderer Space" also müsste ich dem Tool sagen wie es von data > world > data rechnen kann
oder anderes beispiel: ich hab Vector3 from; Vector3 to; und will dass zB beim Malen von "thickness" egal ist ob ich jetzt anfang, ende, oder mitte der Linie treffe
gerade muss ich mir merken und/oder über Gizmo malen wo "vorne" ist weil ich nur da malen kann
e.g. in swarms can't paint in playmode
war hier nur gerade ne Idee: was wenn ich mehrere "Zugänge" zu meinen Daten haben kann:
- from - to (2x Vec3)
- center (1x Vec3)
- length (1x float)
und zB wäre nur from-to die fields und center + length wären properties
dachte nur gerade "wär cool wenn ich auch die Länge draufpainten könnte statt an beiden Enden ziehen zu müssen"
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