Comments (3)
Thank you for your suggestion. Yes, I am considering fine-graining the scene modification trigger. It tends to get spammy.
Also, yes, I appreciate every suggestion I receive. Hearing people's input helps me get a better perspective.
from eflatun.scenereference.
Related Issues (20)
- If you are seeing this, something has gone wrong internally HOT 3
- `SceneReference` constructors and factory methods should validate arguments and throw exceptions
- Feature Request: Add "Open Build Settings..." opion HOT 2
- Undo/Redo support for scene-in-build utility popups HOT 1
- auto trigger script reload after entering play mode HOT 4
- Entity SubScene Support HOT 8
- Allow adjusting the editor log level HOT 1
- Edit documentation to remove suggestion towards indented JSON formatting for the reasons of source control HOT 1
- [3.1.0] [Unity 2022.3.4f1] Trying to open project settings generates errors and draws an empty panel HOT 7
- Suggestion: Toolbox doesn't need a title bar HOT 1
- GenerationTriggers not rendering in Project Settings inspector (2022.3) HOT 6
- Opening project with addressable + sceneReference package for first time can lead to init race condition HOT 4
- Suggestion: Add attribute to ignore build check for scenes HOT 3
- type is not a supported pptr value HOT 5
- Adding this repo as a submodule is not possible because it's a whole Unity project HOT 2
- Need HasValue at editor time, why is it private? HOT 5
- Continuous NullReferenceException when Addressables Settings not initialised HOT 2
- Unsupported type SceneReference HOT 1
- [BUG] 'EditorStyles' does not contain a definition for 'iconButton' in Unity 2020 HOT 4
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from eflatun.scenereference.