- this is a Unity Asset requires to be symlinked into the Packages folder of the project you want to use it in
- add an empty and add the GUIBuilder Script to it
# in the folder of 3D
ln -s <PATH-TO-3DConnections> <PATH-TO-ASSETS-FOLDER-IN-YOUR-PROJECT>/3DConnections
- to add UnityStandaloneFileBrowser to your Project please download this unitypackage and import it to your project: Assets/Import Package
- executes all Button GUI Methods to ensure proper placement of UI Elements
- see SceneConnections
- mainly to add another Scene which is loaded in Addivite mode (overlaying the existing scenes)
- Handle the creation and composition of the nodes later used to display dependencies
- ScriptDependencyAnalyzer, ScriptVisualization, MainScript (All used to play around with node creation and adapting the SceneConnections approach)
- add layer to which I can render stuff that only appears in display 2
- requires camera in OverlayScene ("NewScene" currently) that renders orthographically to display 2
- add new layer in Edit > Project Settings > Tags and Layers -> new layer DisplayOverlay
- select the game object
- assign the cube to the DisplayOverlay layer in the Inspector
- go to the Culling Mask property in the Inspector
- add a new layer: Edit > Project Settings > Tags and Layers -> e.g. DisplayOverlay
- assuming the project structure looks as follows: camera 1 is in the original scene rendering something you want to visualize using the 3DConnections addon -> select the camera in the OverlayScene (camera2) and only enable the new Scene in the OcclusionLayer setting in the inspektor
- disable the new layer in cam1 (original scene)
public string display2LayerName = "Display2Only"; // Layer name to use int display2Layer = LayerMask.NameToLayer(display2LayerName); // get the layer index for the specified layer name public Camera display2Camera; display2Camera.cullingMask = 1 << display2Layer; // Set culling mask to include only the layer``` Camera mainCamera = Camera.main; mainCamera.cullingMask &= ~(1 << display2Layer); // Eclude the culling mask layer from the main camera
- trying to switch between displays in the Editor
- trying to remove the nodes from the colliders
- remove checkboxes in the project settings for the node layer (2D and 3D)
- delay the scene load until finally loaded
- trying out roslyn to parse classes
- install using NuGet (which is installed using the git url)
https://github.com/GlitchEnzo/NuGetForUnity.git?path=/src/NuGetForUnity
- install NuGet Package of roslyn:
Microsoft.CodeAnalysis
Microsoft.CodeAnalysis.CSharp
- resolved the issue of Workspaces*.dll could not load (linux only) by just deleting them 🙈
- added context menu (raycast still not working on second monitor)
- using prefabs for nodes and materials now as well for the highlighting of nodes
- fix linux installation of roslyn by manually installing the SQLitePCLRaw.bundle_green package form NuGet
- fixing highlight/dragging interaction with nodes
- fix zoom with changing viewport size
- way too much time invested into fixing selection logic to be able to handle multi select, dragging, single click deselect as well as highlighting
- use prefab as parent object for node spawning
- added Clear method to clean up spawned nodes
- documentation in UnityConnections README
- thinking about layouts for 3DConnections
- modified selection logic using RaycastAll
- constructing a tree from scene transforms parent-child relationships 🌲 Merry Christmas