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First of all thanks for your work on this awesome library!
I'm wondering if there are any plans, or if there is a way to currently do this, to support decoupling a graph asset from the set of param…
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(Thanks for adding Linux support btw) So there is this Game called "MemeWars" for android, everytime i join a room there is an exploiter and cant play my childhood Game in peace, also It seems like th…
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This set of scripts looks very useful. I just had some questions about the implementation.
I'm following that the UnityWeakReference class will allow an object to reference a unity Object and have …
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This is a very distant future feature, perhaps for ink v3, which is likely to be years rather than months away!
Add the ability to put more complex data structures within ink by including nestable ar…
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**Describe the bug**
The screenshots in the demo include the demo namespace. This is confusing for people following the tutorial. In that regard, it would probably be better to re-write the tutorial …
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I understand this is a very hard problem because Unity doesn't give access to much at runtime.
What I'd really really like to do, is serialize to disk an object, which contains references to a bunc…
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**Is your feature request related to a problem? Please describe.**
Active code requires user to code his way for each and every required feature. Hard to adopt and reuse coded features later. Every n…
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This was an oversight on ideath's part, it technically breaks a bunch of things from MSU since MSU utilized the Stage Enum in special scriptableObjects to interface with DirectorAPI's systems.
A si…
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If you use UnityEditor.dll types, in non editor code, everything will compile and run while you are in the editor, but the moment you try to build a player it will play because UnityEditor.dll is not …
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Hey @Cammin!
We absolutely love your work and we currently try to implement runtime level editing for easy/quick iteration and maybe later on for our players. How hard would it be to get this to wo…