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gothicserpent

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A member registered Apr 27, 2018 · View creator page →

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done - pr live from my fork. i think i sent a link in here which required moderator approval but it's on the repo site. 

  • Merging: To actually make your files show up in their base branch (like main or master), they must click the green "Merge pull request" button at the bottom of the PR page and confirm it.

Once they hit Merge, GitHub takes the files you uploaded from your branch and automatically bakes them right into their repository's history. After that happens, your work is officially live in their project!

GIST URL FOR THE CODE CHANGES IN CASE ANYONE NEEDS IT -  https://gist.github.com/gothicserpent/4fb0d0daf57785d258b891354e0cae1a

Simply remove "EngineVersion" field from uplugin file to make it engine agnostic for all future versions.

Dane, 

I've done significant work on your plugin. 

I wanted you to have this, because I can't find an official repo for this online to make a pull request I just decided to send you the files in here and I will also post them on the https://dn2.itch.io/editor-discord-rich-presence site in case someone wants to use the code there.

My code changes are as follows: 

EditorDiscordRichPresence\EditorDiscordRichPresence.uplugin - to make your plugin engine agnostic and not issue warnings for newer engine verisons, I simply removed the "EngineVersion" field in this file.

I have added the ability for the discord rich presence to be disabled if the editor is not in focus (minimized or not in focus) to not show a status anymore in discord (this is useful for me if i have other RPC calls to other apps).

EditorDiscordRichPresence\Source\EditorDiscordRichPresence\Private\EditorDiscordRichPresence.cpp - I have done several things here, including but not limited to - greatly improved detection for other asset types including if the level is active, blueprint classes, and almost all other classes.

To give you a sense of the mapping here it is

    // Map common asset class names to friendly display names

    if (ClassName == TEXT("Blueprint_GeneratedClass") || ClassName == TEXT("BlueprintGeneratedClass"))

    {

        return TEXT("Blueprint");

    }

    else if (ClassName == TEXT("WidgetBlueprintGeneratedClass"))

    {

        return TEXT("Widget");

    }

    else if (ClassName == TEXT("AnimBlueprint"))

    {

        return TEXT("Animation");

    }

    else if (ClassName == TEXT("SkeletalMesh"))

    {

        return TEXT("Skeletal Mesh");

    }

    else if (ClassName == TEXT("StaticMesh"))

    {

        return TEXT("Static Mesh");

    }

    else if (ClassName == TEXT("Texture2D"))

    {

        return TEXT("Texture");

    }

    else if (ClassName == TEXT("Material"))

    {

        return TEXT("Material");

    }

    else if (ClassName == TEXT("MaterialFunction"))

    {

        return TEXT("Material Function");

    }

    else if (ClassName == TEXT("MaterialParameterCollection"))

    {

        return TEXT("Material Parameters");

    }

    else if (ClassName == TEXT("Skeleton"))

    {

        return TEXT("Skeleton");

    }

    else if (ClassName == TEXT("PhysicsAsset"))

    {

        return TEXT("Physics Asset");

    }

    else if (ClassName == TEXT("AnimMontage"))

    {

        return TEXT("Montage");

    }

    else if (ClassName == TEXT("AnimSequence"))

    {

        return TEXT("Animation Sequence");

    }

    else if (ClassName == TEXT("SoundCue"))

    {

        return TEXT("Sound Cue");

    }

    else if (ClassName == TEXT("SoundWave"))

    {

        return TEXT("Sound Wave");

    }

    else if (ClassName == TEXT("SoundClass"))

    {

        return TEXT("Sound Class");

    }

    else if (ClassName == TEXT("SoundSubmix"))

    {

        return TEXT("Sound Submix");

    }

    else if (ClassName == TEXT("Particle"))

    {

        return TEXT("Particle");

    }

    else if (ClassName == TEXT("NiagaraSystem"))

    {

        return TEXT("Niagara System");

    }

    else if (ClassName == TEXT("NiagaraEmitter"))

    {

        return TEXT("Niagara Emitter");

    }

    else if (ClassName == TEXT("DataTable"))

    {

        return TEXT("Data Table");

    }

    else if (ClassName == TEXT("CurveTable"))

    {

        return TEXT("Curve Table");

    }

    else if (ClassName == TEXT("Curve"))

    {

        return TEXT("Curve");

    }

    else if (ClassName == TEXT("LevelSequence"))

    {

        return TEXT("Sequence");

    }

    else if (ClassName == TEXT("MetaHuman"))

    {

        return TEXT("MetaHuman");

    }

    else if (ClassName == TEXT("Enum"))

    {

        return TEXT("Enum");

    }

    else if (ClassName == TEXT("Structure"))

    {

        return TEXT("Structure");

    }

    else if (ClassName == TEXT("Dialogue"))

    {

        return TEXT("Dialogue");

    }

    else if (ClassName == TEXT("DialogueVoice"))

    {

        return TEXT("Dialogue Voice");

    }

    else if (ClassName == TEXT("Converter") || ClassName == TEXT("AssetActionUtility"))

    {

        return TEXT("Utility");

    }

    else if (ClassName == TEXT("DM_DataModel"))

    {

        return TEXT("Data Model");

    }

    else if (ClassName.Contains(TEXT("Blueprint")))

    {

        return TEXT("Blueprint");

    }

    // Remove trailing 'Class' if present and return as-is

    if (ClassName.EndsWith(TEXT("Class")))

    {

        ClassName.RemoveFromEnd(TEXT("Class"));

    }

    return ClassName;

}

EditorDiscordRichPresence\Source\EditorDiscordRichPresence\Public\EditorDiscordRichPresence.h also has applicable changes for the cpp implementation.

Thanks for your work, attached all files.

Haha thanks! Funny you named your channel the same name.

¡Gracias, aprecio eso! Espero que pruebes mi otro juego de Unity también.

you aren't using mouselook? didn't want to give players an unfair advantage with aim assist..

It means - "the wands you are currently using and can replace or throw away".

It's just a reference. :)

checked it out and wrote a comment for you.

thank you. check out our discord and join us if you would like to help playtest, etc. :)

Really looks incredible. Thanks!

Super useful for symbols and stuff in games and designs! Thank you!

really creative and inspiring; amazing novel idea. all your work inspires me. thank you for sharing it.

neat :)

great sfx for pixel games! thanks!

really great! thanks for the software!

I made it myself, using some unity asset store packages I bought.

thank you. i'm glad you like it! Do you have any additional comments about it? We have a discord as well if you would like to join in! :)

thanks for the asset!

looks good, thanks!

hello, thanks for the feedback. im trying to work on the drop frame optimization right now, do you remember what areas of the game were that lagged for you? i'll note down your comment on the coin light effect.

you're welcome hope you enjoyed the game

(1 edit)

done.