com.mitay-walle.asset-process-graph
Designer-oriented replacement for Unity3d-official Asset Graph (abondoned at 2020), help batch process assets. UPM package, Easy extendable (by mitay-walle)
ClassTypeReference-for-Unity
Property drawer that allows class selection from drop-down in Unity. (by SolidAlloy)
com.mitay-walle.asset-process-graph | ClassTypeReference-for-Unity | |
---|---|---|
1 | 1 | |
6 | 289 | |
- | - | |
3.6 | 3.2 | |
almost 2 years ago | almost 2 years ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
com.mitay-walle.asset-process-graph
Posts with mentions or reviews of com.mitay-walle.asset-process-graph.
We have used some of these posts to build our list of alternatives
and similar projects.
ClassTypeReference-for-Unity
Posts with mentions or reviews of ClassTypeReference-for-Unity.
We have used some of these posts to build our list of alternatives
and similar projects.
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Cards game, unique effects, and scriptable objects!
At the moment, the only thing that comes to my mind is to create your effects as standard C# classes, add a Type field to your card SO using this wrapper class, and use Activator.CreateInstance (or some more performant alternative if necessary) to create an instance of that type at runtime. Obviously, I'd recommend sticking with your "base class" contractual thinking, maybe in the form of an interface. Here's a simplified version:
What are some alternatives?
When comparing com.mitay-walle.asset-process-graph and ClassTypeReference-for-Unity you can also consider the following projects:
UpmGitExtension - This package extends the UI of Unity Package Manager (UPM) for the packages installed from git repository.
unity-addressable-importer - A rule based addressable asset importer
Serially - Adds a unity-supported, SerializableType class and an inspector for editing SerializeReference fields.
com.mitay-walle.physics2d-debugger - Instantly renders Unity's 2D physics colliders and joints as a wireframe for rapid prototyping
com.rest.elevenlabs - A non-official Eleven Labs voice synthesis client for Unity (UPM)
Eflatun.SceneReference - Unity Scene References for Runtime and Editor. Strongly typed, robust, and reliable. Provides GUID, Path, Build Index, Name, and Address.
ClassTypeReference-for-Unity vs UpmGitExtension
ClassTypeReference-for-Unity vs unity-addressable-importer
ClassTypeReference-for-Unity vs Serially
ClassTypeReference-for-Unity vs com.mitay-walle.physics2d-debugger
ClassTypeReference-for-Unity vs com.rest.elevenlabs
ClassTypeReference-for-Unity vs Eflatun.SceneReference