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Enable Runtime Importing of LDtk projects #15

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josemhv opened this issue May 14, 2021 · 6 comments
Open

Enable Runtime Importing of LDtk projects #15

josemhv opened this issue May 14, 2021 · 6 comments

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@josemhv
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josemhv commented May 14, 2021

Hi, we need to import the LDtk project's in runtime.
Do you have any plans to add support for this feature?

Regards.

@Cammin
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Cammin commented May 14, 2021

Funny thing you should ask; originally in early development, the levels were built only in runtime. But after hearing what people have requested and making some deep considerations, the level build process has migrated over from runtime to editor. But while migrating, I was considering what unique advantages would be lost if I were to not build in runtime anymore.

I think that the main use case for runtime would be for a level editor/sharing system in-game, and then can deserialize in runtime and build a level? But I'm also curious what you want to achieve with building levels in runtime that building in edit mode can't already do.

But because the JSON is made in LDtk, they are made as-is and probably would not be edited outside of LDtk. Because of this, there is not much reason to need to build in runtime when each level could simply be prefabs with custom configurations.

And on that note, I can say that storing them as prefabs isn't the most ideal practice right now. I have a massive update in the works that changes the level building process entirely into an importer process, much like how an FBX file has import options and auto-generates assets under its own hierarchy. With this new system in place, it should be simple enough to make prefabs out of the imported object with custom prefab overrides to solve any needs.

But with all that said, building levels in runtime are not outside the realms of possibility; I could consider adding this feature back in if there is enough reason for it, and after I solidify other areas of the package.

Let me know what you want to achieve by building levels in runtime. I may make this feature a higher priority if there are some better exclusive use-cases that only runtime building can do. 🙂

@josemhv
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josemhv commented May 15, 2021

Hi Cammin,

The main aim is to carry out the level editing by using ldtk (as accessible as possible), to allow the mods or/and UGC to be added easily.

Thank you for your time :)

Best regards.

@Cammin
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Cammin commented May 27, 2021

Try to bring back runtime building

@Cammin
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Cammin commented Jul 16, 2021

Status update in case anyone was wondering:

I understand that there is definitely a demand for this, however, it would be a large rework to get the feature working correctly.
I'd estimate it'd require 1 month to put together, potentially more time depending on what might happen.
It's not out of the question though, It'd be a really, really great feature to add. 🙂

It's not exactly on my radar at the moment as I'm addressing other bugs/features, but perhaps I could prioritize it sooner if there is enough demand at the present moment.

@r2d2meuleu
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I'm interested too ! :)
Same as Marcus on Trello, there's no hard deadline for me, far from it.
I also completely understand that this is not the top priority, but wanted to note the demand.

@TimNedvyga
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Would love to see this feature too, it will be a game changer for me ))

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