Comments (2)
True, that's currently not possible atm. The initial motivation behind this decision was safety and protection against file loss, because when you hit the generate button, it also clears (deletes) the generated folder. If for some reason you specify a wrong folder, you end up deleting this folder. By appending "Generated/" if needed, you can avoid this problem, but I'll think about it again... ;)
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Mhh just a quick idea: Maybe you should implement some kind of safeguard (like a yes/no dialog) before the folder is deleted when it looks like it is not a folder just containing Entitas files?
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Related Issues (20)
- broken doc link HOT 2
- Wiki closed for editing
- Unity crashes when clicking on a GameObject with Component of Entitas HOT 8
- Remove DesperateDevs dependencies
- [SOLVED] Unity 2022.3.4f1: Exceptions + broken inspector when looking at any entity HOT 16
- Add/Replace/Remove vs Set/Unset HOT 5
- Boolean in setttings for unique components to actually be unique
- A component with multiple contexts +events, only make event listeners for 1 context
- Could not resolve type with token ... expected class System.Threading.CancellationToken HOT 10
- How to generate codes in a project which has several csproj files? HOT 1
- Update on Entitas 2.0-beta and my situation HOT 3
- [1.14.1]code gen twice and compile error HOT 1
- there is a Error, on click Tools/Jenny/Gennerate, how can I do? HOT 4
- _group.GetEntities().AsParallel().ForAll(Execute);这段语句有GC HOT 2
- Is it feasible to use Entitas in the backend? HOT 7
- Entity Behaviour in Unity inspector not visible HOT 2
- Removal of crucial SearchPaths when executing the wiz command
- How to get all group in some context, without reflection。
- GUI Null ref when trying to view entity in inspector HOT 1
- generator issues HOT 1
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