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Add EDIA/LSL submenu item and load prefabs by path - #8

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eioe merged 3 commits into
devfrom
feat/menuitems
May 27, 2026
Merged

Add EDIA/LSL submenu item and load prefabs by path#8
eioe merged 3 commits into
devfrom
feat/menuitems

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@eioe

@eioe eioe commented May 20, 2026

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Adds a new editor script to streamline the creation of specific LSL-related prefabs in Unity via the GameObject menu. The main change is the introduction of the EdiaPrefabsMenu class, which provides convenient menu items for instantiating prefabs directly into the scene.

Editor workflow improvements:

  • introduces new menu items under GameObject/EDIA/LSL/ for quickly instantiating the LSL-Extended-PositionRotationOutlet, LSL-MarkerOutlet, and LSL-CustomFloatOutlet prefabs, same as already for prefabs in EDIA Core.

It would be more elegant to reuse the same script / methods across modules but that required refactoring across repos whcih might not be worth it (at least right now).

Tested in this project and when loading as package.

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Pull request overview

Copilot reviewed 1 out of 2 changed files in this pull request and generated 2 comments.

Files not reviewed (1)
  • Assets/com.edia.lsl/Editor/EdiaPrefabsMenu.cs.meta: Language not supported

Comment on lines +24 to +27
string[] prefabBasePaths = {
"Packages/com.edia.lsl/Runtime/Prefabs/",
"Assets/com.edia.lsl/Runtime/Prefabs/"
};
Comment on lines +38 to +43
failedPaths += $" - {prefabPath}\n";
}

if (prefab == null) {
Debug.LogError($"Prefab '{prefabName}' not found. Tried:\n{failedPaths}");
return;
@eioe eioe changed the title Add EDIA/LSL submenu item and move prefabs to resources folder Add EDIA/LSL submenu item and load prefabs by path May 20, 2026
@thefirstfloor

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Sound and looks good, but I'm gonna want to pull the branch to have an actual look.

@eioe
eioe merged commit b667344 into dev May 27, 2026
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3 participants