Open Shadowblitz16 opened 1 year ago
Is there a way to register a VoxelGeneratorScript so I can use it in the editor and in the VoxelGeneratorGraph?
class_name VoxelGeneratorLevel extends VoxelGeneratorScript const channel : int = VoxelBuffer.CHANNEL_TYPE @export var levels : Array[Level]= [] func _generate_block(out_buffer: VoxelBuffer, origin_in_voxels: Vector3i, lod: int) -> void: if lod != 0: return for level in levels: if origin_in_voxels.y >= level.depth_min and origin_in_voxels.y < level.depth_max: out_buffer.fill(level.id, channel)
No, graphs work in a different way compared to generators, it's not possible to nest them like this.
Is there a way to register a VoxelGeneratorScript so I can use it in the editor and in the VoxelGeneratorGraph?