ken.mayfield Posted June 14, 2011 Share Posted June 14, 2011 When building .ung archives, they just copy over all files within a directory to these archives, possibly bringing over unused files. Is there a script/tool that will read through worlds/materials and let you know which ones are not being used, so they can be filtered out when creating .ung archives? Link to comment
ulf.schroeter Posted June 14, 2011 Share Posted June 14, 2011 Taken from release notes of 20110531-SDK. Tools: .... Improved validator in UnigineEditor (all referenced materials and meshes are checked for actual usage, added scanning of folders for unused resource files). .... Link to comment
ken.mayfield Posted June 14, 2011 Author Share Posted June 14, 2011 Oh, nice. I must have missed that one. I'll give it a shot tonight, thanks! Link to comment
ulf.schroeter Posted June 14, 2011 Share Posted June 14, 2011 Example world validation from within UNIGINE editor Link to comment
danni.coy Posted July 7, 2011 Share Posted July 7, 2011 Example world validation from within UNIGINE editor I have scripts here that copy used assets to a new folder system for release It's a work in progress. Link to comment
ken.mayfield Posted July 7, 2011 Author Share Posted July 7, 2011 We will need exactly this very soon as we're releasing mobile first... then PC, Mac, Linux shortly after. If you would like to share let me know, we could work together on this script. Send me a message if you're interested. Link to comment
danni.coy Posted July 7, 2011 Share Posted July 7, 2011 We will need exactly this very soon as we're releasing mobile first... then PC, Mac, Linux shortly after. If you would like to share let me know, we could work together on this script. Send me a message if you're interested. This should provide a good starting point - you will need to modify it a bit to suit your project setup. We turned the validate button in the editor into a menu and added a second button to do this. It loads a world file and parses to find assets and adds them to a folder parallel to your unigine installation. It also strips all the materials that are actually used in your level and creates a single material library. It's a work in progress feel free to post any improvements. editor_issue.h utils_file.h editor_utils.h Link to comment
ken.mayfield Posted July 7, 2011 Author Share Posted July 7, 2011 This actually sounds really great. Thanks! We'll dig into it during the next couple of days, I'll post any changes we make. Link to comment
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