Right now if you pan / zoom in a graph you will update the view transformation data (X, Y, ZOOMLEVEL) which is then serialized to disk as the asset, it can be kind of messy and can cause some issues when reviewing changes (looks like graphs have been updated, but the only changes are the graph translations). I work with a designer that likes to open up files and browse through them; if they opened up any of my graphs and then committed their changes it’d be a big mess. 🙂
If I produce a patch that saves the transform data for a graph into Unity’s temporary directory (which is cleared every Unity exit), can I get that added to the asset as an optional feature we can enable? Or, is there a better way? I think EditorPrefs is out of the question: on Mac/Linux its fine (writes to a file on disk), but on Windows Unity writes EditorPrefs to the registry and I’m not sure it’s a great idea to do that many writes to the Windows registry.
Before v3.0, pan/zoom was serialized within the graph json and that was indeed messy, but in v3.x+, pan/zoom was moved outside the son and into a standard Unity field. While it is still serialized within the asset, since it now is separate from the actual graph data (the json), I think it is very easy to see the differences in a diff tool and deciding to merge or discard.
With that said, if your custom patch can be added into the official release as an option, then by all means I will be glad to add it indeed 🙂
Let me know!
Thanks.
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