Home Game Development unity – Creating a procedural filter stack GUI much like Blender’s Mofifier panel

unity – Creating a procedural filter stack GUI much like Blender’s Mofifier panel

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unity – Creating a procedural filter stack GUI much like Blender’s Mofifier panel

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I’ve an information construction that represents a easy terrain system and a lot of filter algorithms that may be run on it. I need to have the ability to apply them in in any arbitrary order and have a number of cases with their very own settings, mainly how the Modfiers panel works in blender.

Currently, the filters are SO’s that implement an interface. Then by way of Odin, I can expose a listing of sort <IFilter> to the inspector, and populate with SO cases in any order.

The script then iterates by the checklist, feeding the output from one to the enter of the subsequent.

List<Vertex2> generatedVerts = generateVerts(Settings settings)
foreach (var filter in filterList)
{
    generatedVerts = filter.Process(generatedVerts);
}

return generatedVerts;

It works, however the issue is every entry within the checklist is related to an occasion of the SO. So if I wish to tweak the settings, I’ve to maintain monitor of which SO occasion corresponds to which entry within the checklist and it will get complicated.

What I really need is an interface the place I can visually reorder modules within the inspector, however additionally they have their very own controls uncovered slightly than being pushed by a separate SO, as I say like the way it works with blender modifiers.

Can anybody recommend an method for this? I do have entry to Odin if that may assist.

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