31 lines
1.8 KiB
Markdown
31 lines
1.8 KiB
Markdown
### Blueprints
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You can enable this option to automatically replace all the **collection instances** inside your level scene with blueprints
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- whenever you change your level scene (or your library scene , if that option is enabled), all your collection instances
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* will be replaced with empties (this will not be visible to you)
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* those empties will have additional custom properties / components : ```BlueprintInfo``` & ```SpawnBlueprint```
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* your level scene/ level will be exported to a much more trimmed down gltf file (see next point)
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* all the original collections (that you used to create the instances) will be exported as **seperate gltf files** into the "library" folder
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- this means you will have
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* one small main gltf file (your level/world)
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* as many gltf files as you have used collections in the level scene , in the library path you specified :
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for the included [basic](../../examples/blenvy/basic/) example's [assets](../../examples/blenvy/basic/assets/), it looks something like this:
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![library](./docs/exported_library_files.png)
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the .blend file that they are generated from can be found [here](../../examples/blenvy/basic/assets/advanced.blend)
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- the above only applies to collections that have **instances** in your level scene!
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if you want a specific collection in your library to always get exported regardless of its use, you need to add
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a **COLLECTION** (boolean) custom property called ```AutoExport``` set to true
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> not at the object level ! the collection level !
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![force-export](./docs/force_export.jpg)
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It will get automatically exported like any of the "in-use" collections.
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- you can also get an overview of all the exported collections in the export menu
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![exported collections](./docs/exported_collections.png)
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