diff options
| -rw-r--r-- | README.md | 26 | ||||
| -rw-r--r-- | Scripts/YOTSCore.cs | 2 |
2 files changed, 27 insertions, 1 deletions
@@ -524,3 +524,29 @@ to have one config per modular system. Moreover, users may wish to "bake" out the generated animator/menu/params/animations and distribute those with prefabs. Some support for that would be useful. +(Partially done - prefabs are done, but baking out is not.) + +### 5. Automatic dependency declarations + +Artists declaring cross-module dependencies is not practical. They'd have to +agree to a standard, and there are obvious conventions (inside out, outside in) +which conflict with each other. Might require linear programming? + +### 5.1. User-facing dependency resolution + +When two toggles drive the same attribute (shapekey, shader, etc.) without a +dependency, this should be surfaced to the user, since only they can know +which one is better. + +A visual example would go a long way. + +### 6. Artist facing debug tooling + +Need GUI ways to handle common debug scenarios. For example, enumerate +shapekeys driven by multiple toggles. + +### 7. Support heterogeneous avatars + +VRCFury drives base shapekey; YOTS must also drive it. How does this support +it? + diff --git a/Scripts/YOTSCore.cs b/Scripts/YOTSCore.cs index 7ae04e4..f32bdfa 100644 --- a/Scripts/YOTSCore.cs +++ b/Scripts/YOTSCore.cs @@ -168,7 +168,7 @@ namespace YOTS [SerializeField]
public float onValue = 1.0f;
-
+
[SerializeField]
public string rendererType = "SkinnedMeshRenderer"; // Can be "SkinnedMeshRenderer" or "MeshRenderer"
}
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