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BedrockFramework

PlayMode Editing, GC Free DebugLog with Categories, Prototype ScriptableObjects, Folder Import Settings, Build Steps. An essential suite of editor tools I developed for my Unity projects.

Build Steps Folder Settings

Logger ScriptableObject Prototype

Getting Started

Installing should be rather painless, you can just grab the DLLs in Assets/Plugins/BedrockFramework and drop them into your project. All the source is kept in Managed/BedrockFramework/Source.

Prerequisites

Built for Unity 2017.3.0f3. Makes use of some functionality not exposed in previous versions. Odin Inspector is required for the BuildSteps & FolderSettings editors.

Feature Breakdown

  • Implementation of prototype data model for Unity's ScriptableObjects. Entirely in editor, no runtime overhead.
  • PlayMode editing. Allows for editing, instancing (prefabs only), deleting and parenting of gameobjects during playmode. Control over what objects and components are updated through the PlayModeEdit component.
  • Folder Import Settings Override. Controls how assets are imported on a directory level. Allows for pre and post import actions to be invoked.
  • DebugLog. Supports categories, string formatting (pythonesque), zero GC in release builds.
  • BuildSteps. Configurable builds with different steps to perform on a per asset and scene.

Future

  • DebugLog: Add HTML LogFile for debug builds.
  • InGame Console. Supports calling predefined methods with arguments. Should have auto-complete & history.
  • PlayMode Editing: Merge Window, shows all changes made to the scene and lets user choose which ones to bring across to the editor scene.

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