## Organization Principles - OOP - Constructor - MVC pipeline ? - Set relevant data - Update views ### Question hihi i've been working on setting up different obs scenes in one "scene file" and was curious to hear how other people manage their blueprint flows. when i switch to a scene i have the following things i need to update: - environment on/off - related assets - character position - enabling and switching to a camera i come from a front-end/react development background and have been starting to follow an object-oriented principles ## Nodes - Sequences are for splitting ## Naming conventions ### Lights - `XL` where X is the type of light - D irectional - V olumetric - P oint - Extras - D irectional - Just share the direction it is - P oint - V olumetric - Scene-specific (desk window) or static ! #### Directional ## Plugins ### Looking at cameras - Adjusted in mediapipe character look at target - Can maybe toggle on and off ? or always update to active camera? hmm - I don't mind the existing settings but then how would you override it if you wanted stagnant pomodoro hmm - Maybe set a custom anchor point to look at depending on the scene ### Flows - https://steamcommunity.com/sharedfiles/filedetails/?id=3006299936 - Teleporter would be useful across different blueprints ? ## Switching scenes - **Galaxy top spotlight can be dynamic?** - Just need to move camera and light relative no? - Would be fun as a quick transition - Will work on it later ### Variables - set variables based on strings ? - where should the variables be set? - if i want to add a new scene what would be most helpful? - Just like OOP, in constructor when you switch to a new scene, just like when a new "object" is created - currentAssets - might have to move them around in the future but for now can just be simple toggles - currentPosition ### Flow - websocket - initial logic - set variables - enabledAssets - currentVariable - call setAssets - iterate through assets. if in list then enable, otherwise disable - call setCharacter - call setCamera #### setDefaults - disable all assets - set environment #### setCharacter - Animation - Pose #### setCamera - Enable camera - Set as active #### setAssets - Environment - based on variable ### Questions - How should these be grouped? - For each asset, have a logic gate to enable if string = ? - scene = galaxy ? only enable these two - or - if i'm creating a new scene which one would be easier - depends on how reusable the scenes are - i think organization based on asset might end up running a lot of checks, but would have cleaner code since i can just add it there