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Set up the structure of blind data
Before you add blind data to polygons, you must set up how the information is structured using a template. A template is a list of attributes and presets.
To define a new template
- Select Window > General Editors > Blind Data Editor.
- Click the Type Editor tab.
- Click the New button below the list on the left side. You may need to resize the window to see it.
- Enter an ID number and Name for the template, and set the Association Type to the component type this template is associated with (or All).
- Enter the Long name, Short name, and Data type of the first attribute in the template.
- For any additional attributes you want to add, click the New Attr button to add more fields.
- You can define presets, which will load pre-defined values into each attribute. For any presets you want to create, click the New Preset button. Enter a Preset name and a value for each attribute.
- Click the Save button below the list on the left side.
To edit an existing template
- Select Window > General Editors > Blind Data Editor.
- Click the Type Editor tab.
- Click the name of the template in the list on the left.
- Edit the fields to change the template’s Name, Association type, and Free Set values. You can also edit and add new presets.
Export a template to a file
You can save a template to a template file. This is useful if you want to use the same template in multiple scenes.
- Select Window > General Editors > Blind Data Editor.
- Click the Type Editor tab.
- Click the Export button below the list on the left side.
Export a template to a text file
You can save a template to a text file. This is useful if you want to:
- Convert the template information to some other form, such as a program structure.
- Show the template to other people, such as a level designer.
- Select Window > General Editors > Blind Data Editor.
- Click the Type Editor tab.
- Click the Text Dump button below the list on the left side.
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