Add EDIA/LSL submenu item and load prefabs by path - #8
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| string[] prefabBasePaths = { | ||
| "Packages/com.edia.lsl/Runtime/Prefabs/", | ||
| "Assets/com.edia.lsl/Runtime/Prefabs/" | ||
| }; |
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| failedPaths += $" - {prefabPath}\n"; | ||
| } | ||
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| if (prefab == null) { | ||
| Debug.LogError($"Prefab '{prefabName}' not found. Tried:\n{failedPaths}"); | ||
| return; |
Member
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Sound and looks good, but I'm gonna want to pull the branch to have an actual look. |
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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
EdiaPrefabsMenuclass, which provides convenient menu items for instantiating prefabs directly into the scene.Editor workflow improvements:
GameObject/EDIA/LSL/for quickly instantiating theLSL-Extended-PositionRotationOutlet,LSL-MarkerOutlet, andLSL-CustomFloatOutletprefabs, same as already for prefabs inEDIA 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.