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『PBR Fighters (Pack)』$27.49 => FREE(5月9日 23:59まで無料)
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BTagged removes the need for inter-GameObject dependencies. It also elevates ScriptableObjects to first class citizens with grouping & other features.**Requires Unity 2019.4 or later**Tags done properly. Remove interdependencies & query any GameObject at runtime or edit-time!BTagged also gives ScriptableObjects the love they sorely deserve.Find *any* GameObject from *any* script without a mess of references and inter-dependencies.■ No strings■ Multiple Tags supported■ Search Everywhere (And/Or/Not)■ Every tagged object at a glance■ Editor tooling to make ScriptableObjects first class citizensTagging:- Fluent query API for finding anything that's tagged.- A reactive system for GameObjects. Callbacks like OnEnable, OnDisable etc for any tag or combination of tags.Scriptable Objects:Rename / Group / NestExtensible. Custom layers? An event system? Inventory management? Easily extend BTagged and take advantage of all the functionality packed into the property drawer & APIs.Most importantly, a commitment to support and regular updates. BTagged comes with full source code and aims to stay out of your way. Head over to the discord here and join us.Tags are backed by ScriptableObjects meaning you can place them anywhere in your project and inspect them at anytime to see where they're used.All Tags (or any SO inheriting from BTaggedSO) have a unique stable hash per asset / sub-asset. This is how Tag searching is kept so fast & flexible but it also allows stable IDs for tasks such as networking.One side-effect of allowing such flexible reorganisation of sub-assets is that a Tag can change GUID. BTagged handles this and replaces any GUID changes project-wide automatically.DOTS/ECS workflow works as of 0.17 but is not compatible with more recent versions. Source code is easy to edit for those who are keen. Unlike ECS Tags, BTagged uses a single IComponentData type with a unique hash - meaning you can tag your entities without causing chunk fragmentation.
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