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!
Hey SlaterBBurn, in the remix world the assets will still spawn.