I’m registering all the objects separately and I want them to dynamically change available options in the presented GUI. So if there is a game object in the collection it registers to my Defilm gui and I set up Component: list according to objects’s go properties (“has_sprite”, “has_label”), so it’s manual.
I don’t know the way to detect if a component is below a current go, but above workaround works.
However, I don’t know a way to check for all animations too! Am I left with manual input or is there some tricky way to achieve that, guys?
You should be able to do something here pretty easily with a NE, no? The engine obviously knows the animation IDs somewhere. Just simply building a table with the anim names and link it to the sprite/atlas? (I know NOTHING about building a native extension)
I’m facing the same issue while building an in-game editor. There are a lot of hoops to go through but I’m trying to get a hook pre build that generates the resource file with all the animation names.
I’m going to have to throw it all away when work on editor extension is done