Auto Draw Commands
Custom command creation is one of Sequine's biggest strength, hence, we wanted to make it easier for people to learn and utilize it. Previously, we were required to write some boilerplates, especially since we needed to define how the command is being drawn in a command editor node.
Now, with the new ICommandAutoDraw
interface and certain attributes, we don't need to write any editor scripts.
Fields, in-points, and out-points are all automatically drawn. For example, drawing a serialized field now is as easy as declaring them as public
or with [SerializedField]
attribute, just like what we normally do with components.
Making in-points and out-points is now also easier to create with [PropertyInPoint(index)]
, [PropertyOutPoint(index)]
, and [MainOutPoint(index, label)]
attributes.
You can learn more in Auto Draw Command page.
Localization Support
Sequine now also supports Unity's Localization package. This enables us to create a command that has LocalizedReference
fields, such as LocalizedString
, LocalizedAudioClip
, and so on.
This is also integrated with Auto Draw Command feature.
But in case you want to keep using CommandGUI
to draw your custom command, then the methods to draw those new fields are also available in Command GUI class.
Performance Improvements
In this version, we also improved the runtime performance by replacing all Task.Yield
with yield return null
which doesn't allocate.
Editor performance is also improved by culling the offscreen command nodes.
You can read more about the new update in the Release Notes.