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License: MIT License
MeatKit is a Unity modding toolkit for developing, building, and packaging custom maps, items, and mods for H3VR.
License: MIT License
When trying to build a gun based off of a game prefab, script references on the prefab break when saving Unity, exiting, and reopening the project.
Steps to recreate:
This happens when i try to change the default output directory in the Gunripper tool.
Lets say i want to change it to Assets/Gun/Ripper, it will create a directory in Assets/G, Assets/Gu, Assets/Gun/R, Assets/Gun/Ri, and etc.
it does this every time i add a new letter to the field
This issue will track ideas and planning for v2 of MeatKit, and can serve as a discussion place for feature ideas. The following is a list of ideas which are currently being considered for MeatKit v2:
Making it easier for the user to install packages as well as making it clearer to them when things need to be updated, including core MeatKit files itself. This feature gets dangerously close to 'package manager' territory, but since Unity 5.6 does not have access to the Unity Package Manager a custom solution would have to be made.
If we can hook into the native side of the editor and apply a couple patches, we can apply bundle modifications in real-time rather than needing to load the exported bundles to process them afterwards. This would save a significant amount of time during the export process.
It would be nice if the first time you opened up a MeatKit project you were prompted to import the game scripts immediately. Maybe a popup window of some kind with a few setup tasks the user should do before being able to start using MeatKit.
I just have it try to locate the game folder automatically so you don't need to select manually when you open the project for the first time
This can be manually fixed by deleting meatkit.json, but this is never explained to the user. Perhaps allowing the user to select a new path if the folder is incorrect?
Allowing a single Unity project to generate multiple different packages using separate build profiles is a common requirement for many current modders,
Publicizing assemblies is super handy when writing code and has no downsides so this should be done by default.
There is a bug withing the EnumPicker script which prevents you from creating lists of the effected enums in editor. When trying to add values to the list, an error is thrown in console and the list size remains at 0.
Right now, for majority of people using MeatKit, they will not have git installed on their machine and so they will have absolutely 0 version control. Version control is very important, especially with the legacy of Wolfie's project being destroyed. It would be very beneficiary if a version of portable git was included in the repo, along with a tool to manage versioning from inside Unity (I can program this).
Sometimes when a build fails it still successfully completes prior portions that may not need to be re-built.
As an example, after successfully building asset bundles the generated assembly may fail to save. In these situations an option to resume the build at that point would allow someone to fix the script errors and finish the build without needing to rebuild bundles; since that can often take quite some time.
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