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SlaterBBurn's avatar
SlaterBBurn
MHCP Member
4 months ago
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Best Practice for Remixing Worlds with Script-Spawned UI Assets?

Hi everyone,

I'm setting up a world to be remixed (based on the Modular Tycoon Engine) and have a question about the correct workflow for UI assets.

In this engine, the UI panels (like the HUD, Shop, etc.) are not placed in the world Hierarchy. Instead, they are linked as Asset properties on a central GameManager script, which then spawns a unique copy for each player when they join.

My question is: When someone remixes my world, how do they edit these UI assets?

Will they receive their own editable copies of my UI asset templates in their Asset Library? I'm concerned that because the UIs aren't static objects in the Hierarchy, a remixer won't be able to find and modify them.

Can anyone confirm that linking the asset templates to a script property is the correct way to ensure they are properly cloned and editable for remixers?

Thanks for the help!

2 Replies

    • SlaterBBurn's avatar
      SlaterBBurn
      MHCP Member

       

      Hey Ben, thank you for the confirmation.

      It helped me solidify my mental model for this. I started thinking of it with an analogy: a remix is like a basic collaboration, where the new creator can edit things in the world, but they don't get their own editable copies of the original source assets.

      With that in mind, I realized the best way to make my system truly remix-friendly was to divert the remixer away from the spawned assets entirely.

      I've now moved all the editable properties off the spawned UI assets and placed them onto central manager objects instead. The UI assets themselves are now just "dummy" assets that display the data; the remixer never needs to see or edit them. They can just go to the managers to customize everything.

      Thanks again!