Understanding the data
Temporary ScriptableObjects
When Codecks Scene Notes pulls data from the Codecks servers, it creates some temporary ScriptableObjects in a folder of your choice (the path can be choses in Project Settings). It is important to understand that these ScriptableObjects are meant to be just a throwaway data container.
When editing them in the Inspector, to save edits the data needs to be uploaded back to the Codecks servers. Next time Unity is opened and the tool is activated, the ScriptableObjects are overwritten, and any change not uploaded is lost.
If you use Git, SVN, Plastic or other version control systems, we suggest to add the folder in which the SOs are created to your ignore list, in order to not push this temporary data to other teammates.
Card metadata
When Codecks Scene Notes pulls cards from Codecks, it looks for this metadata written at the bottom of a card.
An example:
{
"scene":"Grasslands",
"sceneguid":"2c9d71b156bef6846b6ba8d4b2f01fc2",
"position":{"x":94.1,"y":12.76,"z":-179.0883}
}
This metadata is what turns a regular Codecks card into a Codecks Scene Note, that can be visualised into Unity.
If you know what you're doing, you can manually edit that metadata. This for instance can be useful to fix a card that was referencing a scene whose guid changed.
After you make changes this way, remember to reload Scene Notes data in Unity using the Reload button in the overlay. Changes are not pushed to Unity live!
Turning an existing Codecks card into a Scene Note
To turn an existing card in a Codecks project to a Scene Note, you can simply add some metadata that links the card with the specific Unity scene.
Since this metadata can be complex to guess, to obtain it you can click the Copy Metadata button in the overlay. You can then paste it at the end of the card’s contents, in Codecks.

Save the card, and reload Codecks Scene Notes data in Unity via the Reload button in the overlay.
Last updated