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Ink Scripted Importer #205
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Oh wow thanks for looking into this! I'll take a look this week if I find time. At a glance it looks lovely (so much less code!!) |
Totally! I see your message in #ink-unity-integration-dev. I'll keep watch for questions/comments there too. Thanks! |
…ince ink files aren't constucted at runtime anymore
@tomkail Okay I'm moving this out of draft as I've cleaned up the known things I needed to do, but I suspect there may be things I've missed since this was such a huge change. Feel free to tag me on any changes you want after doing a review. I'll loop back when I have the time 🤘 |
Amazing! Annoyingly nobody has checked this out. How about we stick it on a
beta branch and publish it there? Maybe that’ll encourage people.
…On Mon, Oct 7, 2024 at 00:49 Alex Larioza ***@***.***> wrote:
@tomkail <https://github.com/tomkail> Okay I'm moving this out of draft
as I've cleaned up the known things I needed to do, but I suspect there may
be things I've missed since this was such a huge change. Feel free to tag
me on any changes you want after doing a review. I'll loop back when I have
the time 🤘
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Sounds good to me! I'd rather give more people more time to test it out before its merged into main 😅 I don't appear to have the option to change the base branch to a new (non-existing) branch tho. If you make a beta branch I can update the PR! |
I forgot to update the docs, so I snuck another commit in 👍 |
This aims to implement #53, which IMO, has some huge benefits:
InkFile
references instead of genericTextAsset
references in game code.This PR is currently in a proof of concept stage: it hasn't been fully tested, but loading and running ink files at runtime and in the Editor is working.
The original implementation was written before Unity supported custom scripted importers, so many of the systems are now obsolete. Since this is a pretty big change, I wanted to open a PR to get an initial review to get some initial thoughts from the maintainers.
Interested in all feedback, but the question at the top of my mind: Do we need to expose includes and master files in the editor? While Ink at a language level still has these concepts, I'm not sure how important it is to expose these in Unity if its no longer important for compilation?