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Sequine 1.6.0 - Localization Support, Auto Draw Commands, and Performance Improvements

· 2 min read
Dilaura

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.

Auto Draw Script Auto Draw Result

Making in-points and out-points is now also easier to create with [PropertyInPoint(index)], [PropertyOutPoint(index)], and [MainOutPoint(index, label)] attributes.

Out-point

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.

Localization

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.