{"action":"created","issue":{"url":"https://api.github.com/repos/LogicalError/realtime-CSG-for-unity/issues/238","repository_url":"https://api.github.com/repos/LogicalError/realtime-CSG-for-unity","labels_url":"https://api.github.com/repos/LogicalError/realtime-CSG-for-unity/issues/238/labels{/name}","comments_url":"https://api.github.com/repos/LogicalError/realtime-CSG-for-unity/issues/238/comments","events_url":"https://api.github.com/repos/LogicalError/realtime-CSG-for-unity/issues/238/events","html_url":"https://github.com/LogicalError/realtime-CSG-for-unity/issues/238","id":296557843,"number":238,"title":"[Request] Preserve Brush layers, tags and scripts in generated meshes","user":{"login":"f1ac","id":13987066,"avatar_url":"https://avatars0.githubusercontent.com/u/13987066?v=4","gravatar_id":"","url":"https://api.github.com/users/f1ac","html_url":"https://github.com/f1ac","followers_url":"https://api.github.com/users/f1ac/followers","following_url":"https://api.github.com/users/f1ac/following{/other_user}","gists_url":"https://api.github.com/users/f1ac/gists{/gist_id}","starred_url":"https://api.github.com/users/f1ac/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/f1ac/subscriptions","organizations_url":"https://api.github.com/users/f1ac/orgs","repos_url":"https://api.github.com/users/f1ac/repos","events_url":"https://api.github.com/users/f1ac/events{/privacy}","received_events_url":"https://api.github.com/users/f1ac/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2018-02-12T23:10:22Z","updated_at":"2018-02-20T14:25:48Z","closed_at":null,"author_association":"NONE","body":"It would be great to generate multiple meshes based on brush layers, tags and scripts, like it is done now with material on per-surface level. It would be useful for a ton of use cases, for example one can implement different footstep sounds per surface type, or different interactions with different layers (climb brushes marked with specific layers, shoot through another ones, SteamAudio uses attached scripts to determine acoustic material). Lots of assets already use one of these three methods to customize geometry interaction."},"comment":{"url":"https://api.github.com/repos/LogicalError/realtime-CSG-for-unity/issues/comments/366993091","html_url":"https://github.com/LogicalError/realtime-CSG-for-unity/issues/238#issuecomment-366993091","issue_url":"https://api.github.com/repos/LogicalError/realtime-CSG-for-unity/issues/238","id":366993091,"user":{"login":"LogicalError","id":157976,"avatar_url":"https://avatars0.githubusercontent.com/u/157976?v=4","gravatar_id":"","url":"https://api.github.com/users/LogicalError","html_url":"https://github.com/LogicalError","followers_url":"https://api.github.com/users/LogicalError/followers","following_url":"https://api.github.com/users/LogicalError/following{/other_user}","gists_url":"https://api.github.com/users/LogicalError/gists{/gist_id}","starred_url":"https://api.github.com/users/LogicalError/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/LogicalError/subscriptions","organizations_url":"https://api.github.com/users/LogicalError/orgs","repos_url":"https://api.github.com/users/LogicalError/repos","events_url":"https://api.github.com/users/LogicalError/events{/privacy}","received_events_url":"https://api.github.com/users/LogicalError/received_events","type":"User","site_admin":false},"created_at":"2018-02-20T14:25:48Z","updated_at":"2018-02-20T14:25:48Z","author_association":"OWNER","body":"Interesting idea!\r\nI've been working on a new low level interface to the CSG algorithm and I reworked some stuff, that luckily would make adding something like this relatively easy to add (from a technical point of view, ux wise it's still quite a bit of work)\r\nThanks for the suggestion :)"}}
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