Closed FlorianBarnier closed 1 year ago
Do you have a specific use case/sample of what you are trying to achieve ?
Sure, here's an example. I need triggers in tons of places in my level, so I use empties in Blender as reference to know where they should be:
Currently, every time I make a layout change in Blender, I have to move around the actual triggers in Unity to match with the new positions (which happens quite a lot).
If empties were synchronized, I could simply add the trigger components on them in Unity and then move them directly from Blender, instead of having to do the work twice.
Here's another example:
If empties were synchronized, I could simply have an empty (the cube on the image) on this torch, with a specific name like _ParticleSystemTorch. Then, in Unity, I could make a script listening to OnPostRecvMessageCallback to know when the scene has been updated, and automatically attach a fire particle system on every empty named _ParticleSystemTorch.
Interesting ! Thank you very much. We'll consider this.
Thank you for your feedback @FlorianBarnier. This should work in version 0.16.
That's great to hear, thanks!
Closing this for now. Please feel free to reopen if you think the issue still applies.
I'm using this tool since a couple days to make level design directly from Blender and I must say it's awesome, though one thing that I feel is missing is synchronisation of empty objects. This would be great to place stuff like triggers directly in the scene, or to automate some things (e.g. making a script listening to OnPostRecvMessageCallback to scan the content and auto add components or prefabs to objects with a specific name).