And while we're it, is there a possibility to implement a "preset" save system for spawning (Synchro or Triggered)? I mean, allow us to save the settings of the waves i.e. Repeat Wave, Randomization or Incremental Settings (Distance or Rotation) or even the Nudge settings, to an "internal library" that we can later pull out for reuse on other scenes or projects. Similar to what the DoozyUI asset functionality (sorry for mentioning it).
While playing around the Repeat Wave, Randomization and Incremental settings, I can see a lot of potential in creating interesting spawn patterns (bullet patterns) thanks to the world variable support. But I find it lacking in a workflow, that I have to re-create or start from scratch if I ever want to implement the same patterns to other projects. For me, it is very time consuming to create spawn patterns, especially for shooter games.
I think it would be much better if we can "save" a spawn settings, then be able to use it later. Basically, a feature that allows us to save a bunch of spawn settings, then be able to export / import it needed on other project. Just have to import the settings, then probably select it in a drop-down menu, and it will automatically populate and change the default settings so we can start from there, instead of starting from blank.
Post by DarkTonic Dev on Sept 14, 2017 5:31:53 GMT
It's a cool idea. I don't know about the World Variable part though. I would think most World Variables would be different from game to game, and you'd have to go in and select a WV that exists after using the template for every one that is named something else, at the least.
Do you use the Preview feature of spawners? Does that help? Would it be better to just keep templates in a single project?
You are basically talking about saving single wave settings for a spawner, right? Maybe in a game object that ignores everything else when it copies from it.