Comments (3)
The library was actually in the beginning following the pattern that you propose. After having tried both approaches I actually believe that you are right, it makes more sense to group on its function rather than on what type it is.
When doing this change the folder structure in the project should resemble the UI changes. That said, this becomes a pretty large change. I think this is something we definitely should do, but think we should wait a little before doing it.
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+1 for organising by Type of thing rather than underlying data type,
So Unity Atoms > Variable > Int / Vector3 etc
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Implemented in b33b2b8 and in 0e896f1.
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Related Issues (20)
- [FEATURE] Upgrading Documentation to Docusaurus 2.x and adding a search plugin
- [BUG] NullReferenceException in HandlePlayModeStateChange HOT 1
- [BUG] AtomValueList keeps runtime modifications HOT 1
- [BUG] AtomValueList not compatible with disabled domain reload HOT 1
- [FEATURE] Improve Inspector legibility
- [BUG] FiniteStateMachine not firing events anymore HOT 2
- A number of issues with AtomLists/AtomCollections HOT 2
- [FEATURE] More public get-properties for fields HOT 2
- [QUESTION] Subpackages documentation HOT 2
- [FEATURE] Variable Resetter shouldn't trigger due to script hot reload
- [FEATURE] Clear "AtomList" and "AtomCollection" OnEnable
- [FEATURE] SceneField for Addressable Scenes
- [BUG] StackTraces allocate garbage when DebugMode = false HOT 1
- [BUG] QuaternionReferenceDrawer Rendering issue HOT 1
- [BUG] CustomStruct Reference Drawer Rendering issue
- [FEATURE] AtomTags - Update TagInstances in Editor
- [FEATURE] Auto drag and drop atom references through inspector without the need to manually switch usage type
- [FEATURE] AtomBaseEventReference to have `Raise` methods inside
- [FEATURE] VFX PropertyBinder HOT 1
- [BUG] Recompiling during play mode resets all variables HOT 10
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