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Game Piece Asset Support [AARD-1902]
#1190
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…todesk/synthesis into colbura/1902/game-piece-asset-support
…/game-piece-asset-support
…/game-piece-asset-support
…/game-piece-asset-support
This happens to me with almost every single field Fission._.Synthesis.-.Google.Chrome.2025-07-14.08-54-48.mp4 |
I'm also seeing that but only in the spawn assets panel, the configure assets panel is unaffected |
I am also only seeing this in the spawn asset panel |
@AlexD717 I couldn't reproduce because I had already cached this field, so it just kept the field in cache rather than trying to cache it but using the wrong scene object. Thank you for the visual. |
…/game-piece-asset-support
Waiting on #1200 for a |
[AARD-1902]
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Part of the JIRA ticket is to provide default gamepiece assets to use. Is that going to be part of this PR?
fission/package.json
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"dev": "vite --open", | ||
"dev": "vite", | ||
"build": "tsc && vite build", |
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you can always just use bun x vite
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but fusion seems to just mess with this stuff itself, I don't think you should commit the changes though. You can't gitignore them though if they're already tracked
@@ -777,122 +768,6 @@ class PhysicsSystem extends WorldSystem { | |||
} | |||
} | |||
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// TODO: Ball socket joints should try to be reduced to the shoulder joint equivalent for Jolt (SwingTwistConstraint) |
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Are ball socket joints implemented? I'm kinda hesitant to remove this because I don't know what it does.
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All I was doing here was removing the function CreateBallBadAgainConstraint
which was already commented out. I think it's fine to remove an unused function because we can always get it back from an old commit if we really want to, there's no point in dead code in the codebase. Ball and socket joints are not implemented.
Description
Game pieces are now treated as separate assets from the field, they are able to be spawned, deleted, cached, etc, all on their own.
Objectives
Testing Done
Note
Fields no longer spawn with a transform gizmo attached
AARD-1902