I have now integrated a wiki within ini Writer that should hopefully provide enough detail to begin working on your own plugins.
As always, happy to field questions and feedback :)
I see.
The reason I ask this question is because my file path looks a little like this:
res://App/Extensions/My_current_extension/files_i_want_to_pack
res://App/Extensions/My_other_extension/files_i_dont_want_to_pack
etc..
the problem is that I want to pack only 'my_current_extension' but with the full file path from res://
If I wanted to do the full file path I would need to select 'App' as the root folder and deselect every other file but I have too many files for that to be something feasible so I was hoping there was an alternative way of customizing the file path used in the pck.
I was thinking like a textbox where I can write a custom path to attach to the front of the root folder path.
Like this: 'res://App/Extensions/' and then my root folder is 'my_current_extension'
This would remove the need to deselect a ton of misc files that I don't want exported.
Hello fellow devs!
Currently the example is pretty poopy.
I want to let you know that I'm working on improving the resources available for you so that you can have a better experience creating extensions.
For the latest developments check out the github page so you can get improvements before they get released here.
For those of you who want to make an extension but don't know how to get started I'll give you a little setup guide.
That should get you setup for creating extensions. I know that I haven't talked about how to write the scripts.
I'll try to get some helpful docs created so that it will be easier for you. In the meanwhile please use existing extensions as a reference.
If you need help or have questions, leave a comment here and I'll help you when I can.
Have you used the Unity Profiler to make sure the rendering is your issue?
I'm a Unity Programmer so sadly that falls outside of my scope however I do have some tips for coding that may help.
1. Don't use GetComponent / GetObjectOfType in the update loop (unless you have to). These are resource intensive functions in Unity. Ideally you would cache the data in a variable and have it be assigned during the Start/Awake functions.
2. If you are instantiating a lot of prefabs in the update loop, you may wish to consider using Object Pooling instead. This recycles unused GO's instead of Destroying them. Brackeys has a video explaining the benefits of pooling on youtube if you wish to know more. Additionally I do have a Unity Package available on my itch page that you can download (It's free) that will handle the logistics of pooling for you, I do believe it has an example scene included if you don't know how to use it. (if not you can always reach out to me through this comment.)
Other than that all I can really recommend, without having a look at your code, is that you try to move logic that doesn't need to be in the update loop out. For example:
There is a button that handles the activation of a ui panel by setting a bool in your code. The ui panel, or its manager, checks this bool every frame (in the update) to see whether it should turn on or not.
Obviously for this example you would just have the button directly turn this panel on when you click it instead, however what I'm trying to suggest is that the ui panel does not need to know every frame whether it should turn on or not. You simply turn it on the moment the button is pressed. What this means is that instead of every frame some logic runs to check whether the ui should be on, this same logic runs only on one frame to turn it on.
I hope your optimization adventure goes well and that you can take back your frames. Happy hunting!