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@@ -82,8 +82,12 @@ public sealed class YOUR_CLASS_COMPILER : AssetCompilerBase
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public override IEnumerable<ObjectUrl> GetInputFiles(AssetItem assetItem)
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{
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- // Yield asset items you are dependent on to include them in the build
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-
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+ // Yield assets that must be built before this one is built,
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+ // this is for cases were you need to read from a compiled version of an asset to build this one.
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+ // Note that creating cyclic references through this method will cause a deadlock when building
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+ // (e.g.: A is input of B while B is input of A)
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+
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+ // below only for reference purposes, useless in this context
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var asset = (YOUR_CLASS_ASSET)assetItem.Asset;
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foreach (var block in asset.PrefabCollection)
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{
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@@ -116,6 +120,10 @@ public sealed class YOUR_CLASS_COMPILER : AssetCompilerBase
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}
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}
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```
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+
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+>[!Warning]
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+> Every changes made to the runtime asset will break previously built asset databases, make sure to delete the build artifacts stride generates for assets (`YOUR_PROJECT.Windows/obj/stride` and `bin/db`) after changing the class to make sure the asset database is fully rebuilt on the next build.
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+
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This takes care of the support for this asset, you could create a `*.blks` file inside your `Assets` directory and fill in the content manually, but might as well do it through the editor ...
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## Adding a section for the Add asset menu inside the editor
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@@ -176,4 +184,4 @@ RootAssets: []
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And you're finally done, have fun !
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-
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+
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