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View Code? Open in Web Editor NEWBones³ is a Voxel Editor for Unity. Supports both in-game and in-editor building.
License: MIT License
Bones³ is a Voxel Editor for Unity. Supports both in-game and in-editor building.
License: MIT License
The current editor scripts are written in IMGUI as a prototype implementation. Migrating them to UIElements would enhance their quality and maintainability while moving the user interface to be more production quality.
The texture creator uses Graphics.CopyTexture()
to perform the copy operation. However, this operation is GPU based and therefore doesn't copy any actual pixel data. Upon restarting Unity, the textures are simply black. This should be fixed.
The blocklist editor window can be used to add a block pallet when editing the world from inside Unity. This would simply load the block list from the selected world and have them appear in the window as buttons to be selected.
As Bones3 evolves, there will be more tools available while editing the world. Having an editor window that lists all available editing tools is a useful feature to make it possible to switch between tools and editing modes as needed.
The save folder for world data was originally saved outside of the asset folder to prevent it from being targeted by the asset database. However, it would be better to save the worlds inside the asset folder, (as to be more uniform with the standard Unity workflow) while using ~
in the folder name. The Unity Asset Database ignores folders with names ending in ~
, so there's no need to worry about "reimporting" the files when the world saves or generating metafiles.
There are massive performance gains to be had by moving the block world handling to a dedicated thread, per world. A "pseudo-server" set-up. The main thread can then poll this secondary thread for events involving the block world, such as getting or setting blocks. Scripts that analyze chunks can run on this background thread as well to avoid hanging the main thread when doing many calculations.
The BlockList object is also a useful tool here as this can also be moved to the secondary thread to make adding or removing block types easier without worrying about concurrent modifications. When new block types are added or removed, these batches can be sent as a single request to the block world thread to load and modify all chunks according to these changes.
It can be a little confusing and a bad programming practice in general for both the core and the implementation to use the same namespace. This makes it difficult to distinguish between the core library and the Unity implementation when writing extensions for Bones3. This should be addressed. Switching the namespace to something like WraithavenGames.Bones3
would be good for keeping things seperate and helping users to locate the plugin and API better.
One of the core aspects of voxel worlds is their ability to be saved and loaded from a file. Without this element, the plugin is essentially useless.
This feature should be implemented in Bones3-Core by default for implementation in builds.
When you attempt to create multiple texture arrays within the same folder, the newly created texture array will overwrite the previous one because it does not check if there is already a file with the given name.
Hi @TheDudeFromCI,
Thanks for creating the tool. UPM is a better way to deliver features like this to the Unity community. Here's an article about how to convert your asset to a UPM package.
Furthermore, if you created at least one GitHub release, you can submit your package to OpenUPM, a registry collects open-source UPM packages with a continuous build service based on Git tags. It's hosting more than 300+ open-source UPM packages at the time of writing.
Notice that Git tags can also be created with an automatic approach.
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