Extended manipulation for asset_bg just means being able to move/rotate the children as well.
The most difficult part of this is probably the UI to represent a hierarchy of objects.
This could also serve as the starting point for this idea I've had of generalizing all the different MPS objects (props, maids, lights etc.) into a single object type. So pretty much unity scene hierarchy lite.
Extended manipulation for asset_bg just means being able to move/rotate the children as well.
The most difficult part of this is probably the UI to represent a hierarchy of objects.
This could also serve as the starting point for this idea I've had of generalizing all the different MPS objects (props, maids, lights etc.) into a single object type. So pretty much unity scene hierarchy lite.