We've been loving using UMotion, but running into issues while evaluating it. I was wondering, is there a reason why exports are limited to the Assets folder?
Our team uses a workflow using local packages to share assets across projects. This is necessary so we can control levels of access to our code base where our outside collaborators (external contractors) can contribute animation assets to our projects without having access to the entire project due to various reasons. The issue though is that our animation assets lives in a valid Unity project location like:
instead of the more common:
I realise this is a newer area of Unity development, but it's a really stifling our ability to use UMotion. We need to store our fbx's and animations in a local package. Is there any chance the warnings and blocking checks that prevent exports outside of Assets could be turned off with an option? or instead that you could add the Packages folder to the list of valid locations alongside the Assets folder?
I'm guessing you have some kind of api requirement using AssetDatabase.LoadAsset or hard coded paths that expect to be working with assets that live inside of the Assets folder, if not then hopefully the request is a simpler one, if you do though hopefully the code can be improved to expand to support working with assets within the Packages folder.
Our lead artist has also mentioned that it's not just exports, but also where UMotion project files can be stored that are limited to the Assets folder. We also need these project files to live in Packages so that our various contractors can access them.
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