Open sandsalamand opened 1 month ago
Hey there. There's currently no breakdown section to the readme or anywhere else of how this works, but the iteration on each element is done using hierarchyWindowItemOnGUI
that can be seen here here.
It returns the instance id for each element shown in the hierarchy, and a rect for the area the instance uses to draw in the hierarchy. From there, I draw per feature, cache any instance or transform data required as the iteration is done.
I would check out the develop branch for a more refined system, as I've rewritten a pretty chunk of the logic for the cache and how gameobjects are dealt with. This should be part of the next version soon.
I skimmed through the code and couldn't see any loop recursing through the root scene objects, but I just want to make sure. Is there a high-level explanation of how the project works?