nice, thats looking much more polished than the last video release.
Yeah, I'd like to have a solid end game foundation before going forward with this, otherwise it's gonna be the hell to find a bug. I couldn't export a working end game today, after adding the waypoints and the items.
ahh bummer.. if there are simple scenes you can put together and send us, it will speed up trying to find what is wrong with the end game.
One of the things that normally shows itself is any scripted resource like mesh spawning, particles, sounds etc... if the names are not in the function call or as a direct variable, then they tend not to be picked up. We have got plans to mitigate this though..
however, adding the assets to the project should resolve that issue as it will export all the files.
Q) Is there any way to store a path outside of the scene?
Yes, if it is precompiled, e.g. not a runtime generated path, then you can reuse the .skypaths file in your save directory or sceneData directory that is with your scene file.
Otherwise if it is spawned, then write it to a JSON file and then read and create on play in another scene.
I hope this is what you were asking for
As mentioned in previous posts, we going to be doing more work with the end game. We just havent had enough users reporting to iron out the system as much as the editor has had.
anyway, great work as usual
p.s. whats your shadow distance set to on the directional light. As if you only want it around 40 or so, then low shadow quality would give better performance without too much degradation in quality. I think its the fade which doesn't work on low quality shadows. Otherwise 100-250 is a good number and looks much better