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rixnobis
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This is two changes; please split them into two pull requests.
Wrapping and alignment. wrapText, horizontalAlignment and verticalAlignment are new serialized fields on a component users put in their scenes, so this is an RFC (see RFC.md). The bigger issue is that PSXSceneWriter doesn't write them, so the editor shows wrapped, centred text and the console draws what it draws today. People lay out their UI against the preview, so it has to match what the console draws. To be a yes, the fields need to reach the splashpack and psxsplash needs to lay the text out the same way. That is a format change on both sides, so it needs a matching psxsplash PR, and each gets a 7-day window.
Separately, [text] and [.. lines] are C# 12 collection expressions. package.json declares Unity 6000.0, which compiles C# 9. Which Unity did you build this with?
Empty exporter. Letting an exporter carry only a script, with no mesh, sounds right. It changes which components the exporter requires, so I'm treating it as part of the component contract too. The writer changes cover Mesh.Triangles, but WriteObjectAABB and the collision paths still call GetComponent<MeshFilter>() and then mf?.sharedMesh. In the editor a missing component comes back as Unity's fake null, and ?. doesn't see that as null. Have you exported and run a scene with an empty exporter on it? If so, that answers it. A short note on what psxsplash does with a zero-triangle object would also help. On its own, with that shown, this part is likely a yes.
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This is now an RFC: it cannot merge before 2026-10-05 23:38 UTC, so anyone who depends on what it changes has a week to comment. See RFC.md. @CloudMracek, this touches code you depend on. |
Unity visual for the time being, adds a TextWrapped bool, alongside TextXAlignment &TextYAlignment. Alignments include:
LeftX, CenterX, RightX, TopY, CenterY, BottomY.
Also added the ability to use an empty for PSXObjectExporter as to not waste tris if you need to load general scripts