dklpo.blogg.se

They are billions custom map settings
They are billions custom map settings












they are billions custom map settings

In other words, you can have several static functions that each do different things depending on the parameters fed in with the command-line. Including the UnityEditor in your build will enable you to run command-line arguments, but it's not really something you can directly communicate with and control externally- if anything, it's a modified startup and execution procedure. Unity Editor for Linux is also available now I've heard- though frankly, using Docker/containerization to run it in a completely controlled environment is even better IMHO, if you're going that route.

they are billions custom map settings

Things to pay attention to and understand here are asset bundles (Addressables even, if you're keeping up on preview features), Streaming Assets, command line arguments like -nographics, -quit, and -batchmode. We've managed to get it working through Docker on a Linux server and run commands against it through a web API for this purpose, generating Asset Bundles that are then downloaded and used by our games automatically as updates without needing to re-build them. This wouldn't be to have the user open and run it directly, but rather to run it yourself through the Level Creator application using command-line arguments, to dynamically create asset bundles and store simple assets like textures, audio, and models in a format that Unity can actually import and understand. It's also possible to include a specific version of the Unity Editor in your game's build, or in a separate download as the "Level Creator" (because it's quite massive really, so including it with the main game is probably not a great idea). You can control what parts of the application can be managed through a language like LUA pretty easily, so it's much safer than compiling and executing arbitrary C# (though this is also technically possible).

they are billions custom map settings

If you need the user to be able to make logic beyond the scope of selecting preset options and drag and dropping things around in the UI, try using a language like LUA or Python and import and execute those instead, as LUA interpreters are a pretty common sight in Unity dev these days. Letting your users use Unity directly is not a good idea, for the reasons mentioned. I would design the level editor as a separate application and only import and use assets through specific channels.














They are billions custom map settings