You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Jul 6, 2021. It is now read-only.
Right now, SceneDesigner will only work with stock cocos2d features (CCNode, CCSprite, etc). I would like it to be possible for developers to provide their own plugins so that they can use their own custom classes in SceneDesigner.
Right now, CocosBuilder offers this ability, but I'd like to take a bit of a different approach. With CocosBuilder, as far as I can tell, you have to build the entire application itself in order to use plugins. Instead of depending on the project files, I'd like to provide an API that developers can use so that they can compile just their plugin as a bundle and import it into SceneDesigner.
I don't expect to be able to accomplish something like this until after v1.0.
The text was updated successfully, but these errors were encountered:
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Right now, SceneDesigner will only work with stock cocos2d features (CCNode, CCSprite, etc). I would like it to be possible for developers to provide their own plugins so that they can use their own custom classes in SceneDesigner.
Right now, CocosBuilder offers this ability, but I'd like to take a bit of a different approach. With CocosBuilder, as far as I can tell, you have to build the entire application itself in order to use plugins. Instead of depending on the project files, I'd like to provide an API that developers can use so that they can compile just their plugin as a bundle and import it into SceneDesigner.
I don't expect to be able to accomplish something like this until after v1.0.
The text was updated successfully, but these errors were encountered: