Procedural Asset Framework v2.0

  • Upgraded to Unity 5.3.
  • Improved the Procedural Asset Manager GUI.
  • Added automatic type dependency detection.
  • Settings are now saved in a ScriptableObject instead of a text file.
  • Improved the examples and added a procedural texture and material (WoodTexture and WoodMaterial, used by Barrel).
  • Added [PreBuild] attribute for methods to automatically be called when you execute a build.
  • Added AppDetails class which automatically numbers and dates builds, and gives runtime access to the product name and company name.
  • If you change the path of an asset class, the generated asset is automatically moved to maintain prefab links and avoid leaving clutter in the project.
  • If you delete an asset class, a dialog box asks if you want to also delete the generated asset.
  • When the game starts (in the editor), it automatically checks for any procedural assets that haven't been generated. If there are any, it asks if you want to generate them. If yes, it stops the game, generates them, and starts the game again.
  • Removed the AutoGenerate system for procedural scripts and added a log message when they are generated.
  • Added the ability to set a different path for procedural scripts if you don't want them in Resources/Code.
  • Removed the procedural Scenes class because the new SceneManager makes it obsolete.