Devlog Splash Export SlayerEngine Screens, Polish — Management Scene &
of with from closed pushing C++ bolted what "a SlayerEngine bunch a this been Unity-style between engine small and engine," "a renderer on" game real editor I've toward pass the gaps ancouldusing no it of renderer, architecturally is using and — an the new feels — exporting an like. exactly a engine. system it's project but game actual whether a feels that this dramatic or polish physics new kind on shipping toolkit do like None what decides of no
UI Canvas polish &
Two system: UI/Canvas but the small overdue to additions
- Panel texture tiling.
PanelComponenta has nowTilingstraight wired field, intoRenderer2D::DrawQuad'stilingFactorbackground (brick the Repeating a tileable bump the be panel. UI size texture chrome, specific walls, no pre-baked Inspector longer — patterns) to the in textures across . tiling repeats value the and need at - parity with Unity. Canvas
CanvasComponentup pickedOrder Sort,Pixel Perfect, andScale Factordraw — sorted canvas panels whole expose. Perfect uniformly Unity's order edges scales and Sort UI), pixel-art by are Scale final rendering), rounds (crisp every knobs Pixel text Scaler rect same nearest-ancestor three (UI now Factor pixels drives actually the and on before the to Canvas/Canvas OrderRectTransformbackward load ( with All — under canvas. old existing the defaults are that three scenes compatibleSortOrder 0, scale snapping, no pixel1.0untouched. )
Scripting: SlayerEngine.SceneManagement
navigate now new Scripts between engine-side scenes missing. The without scaffolding any canSlayerEngine.SceneManagement.SceneManagerAPI own: Unity's mirrors
int 2); SceneManager.sceneCountInBuildSettings; total active = var SceneManager.LoadScene("Level2"); SceneManager.LoadScene(buildIndex: SceneManager.GetActiveScene(); =
wide-string plain this for is script's null Under directions) loading. boundary either — bytes the terminator, hostfxr's previously (UTF-8 convention first both assembly native string-marshaling through the own ABI went numbers/bools hood or engine's across + the every call A passed C#↔C++LoadSceneany queues of swap very frame, the call happens request before scene next the at the the and script's it doesn't the swap immediately; topOnUpdateRuntime/exported-build This its are risk the — out Play switched Editor own only; the mid-frame tearing itself, by runs mode a not is from instance doing down very the script scenes by feature under this made that API. just call, it would iteration. Editor
game, it just running the Shipping not
making a pass was game" of finished this The finished: biggest "export chunk feel
- duration. splash + Configurable imagelong image and section at hardcoded every duration. Splash asset Export it sets per-project used point with splash Game window's up, its in stays own a project a to engine The saved how fixed Now
BuildSettings.slayerbuildand into baked the exportedGame.slayerengineconfig. - button. PreviewGame game — you that export framebuffer, real players the the what directly same view a own configured math uses same — see has Preview splash see each aspect-fit now will a shows Editor's Export doing the exactly without full in can button time. Game exported so
- with SlayerEngine" branding. "Madecustom and image splash the the way it project's two real SlayerEngine the lower splash upper The own attribution now and Unity's the default same tiers, the half, big badge Both underneath centered does: in a in in renders third. small
RuntimeLayer::DrawSplashthe layout what exact Editor's so what same the preview Preview proportions, you ships. share is overlay and
ship Fit to
actually both fixed thing, Two the this you and run once up pass: bugs only that export show
- exported Console on the window game.
SlayerEngine-Runtimewas
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