docs: updated thob task 2 (earth/moon) with upload limit audit
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@ -32,7 +32,7 @@ Implement a dynamic surface switcher (Earth/Moon) on a 3D sphere and evaluate th
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- [x] Editor UX limitation (Context visibility)
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- [x] Editor UX limitation (Context visibility)
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- [x] Documentation/Discovery limitation (Proprietary syntax)
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- [x] Documentation/Discovery limitation (Proprietary syntax)
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- [x] Schema / data model limitation (Internal binding redundancy)
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- [x] Schema / data model limitation (Internal binding redundancy)
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- [ ] Asset pipeline limitation
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- [x] Asset pipeline limitation (Silent 5MB file size upload limit)
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## Workaround
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## Workaround
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- **Is there a workaround?**: Not required for functionality; manual memorization of syntax is currently required to bridge the documentation gap.
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- **Is there a workaround?**: Not required for functionality; manual memorization of syntax is currently required to bridge the documentation gap.
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@ -4,11 +4,11 @@
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* **Possible**: Yes, Swapping between planetary textures (Earth/Moon) using a `RadioGroup` for selection.
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* **Possible**: Yes, Swapping between planetary textures (Earth/Moon) using a `RadioGroup` for selection.
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* **Implementation used**: Hierarchical UI setup using a `RadioGroup` paired with a `For` loop to generate selectable items. Texture mapping was achieved by linking the `RadioGroup` state to a `MaterialVariant` node controlling the `map` property of the sphere.
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* **Implementation used**: Hierarchical UI setup using a `RadioGroup` paired with a `For` loop to generate selectable items. Texture mapping was achieved by linking the `RadioGroup` state to a `MaterialVariant` node controlling the `map` property of the sphere.
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* **What worked as expected**: High-resolution textures (Earth/Moon) mapped correctly to the Sphere geometry without UV distortion. The logical flow from UI selection to 3D texture update was instantaneous.
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* **What worked as expected**: High-resolution textures (Earth/Moon) mapped correctly to the Sphere geometry without UV distortion. The logical flow from UI selection to 3D texture update was instantaneous.
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* **Main limitation observed**: Managing multiple textures in a loop requires specific binding syntax (like `$context.item_currentItem.id`) which is a "guessing game" without integrated docs.
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* **Main limitation observed**: Managing multiple textures in a loop requires specific binding syntax (like `$context.item_currentItem.id`) which is a "guessing game" without integrated docs. Additionally, there is a **silent file size limit (~5MB)** for texture uploads; larger files fail to upload without any error message or user feedback.
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* **Builder flow used**: Layers Panel (Node Hierarchy) -> Properties Panel (Texture Loading) -> UI Component Library (RadioGroup).
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* **Builder flow used**: Layers Panel (Node Hierarchy) -> Properties Panel (Texture Loading) -> UI Component Library (RadioGroup).
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* **Complexity**: Medium-High. The complexity increases as you move from simple color swaps to multiple asset-based texture swaps in a logical loop.
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* **Complexity**: Medium-High. The complexity increases as you move from simple color swaps to multiple asset-based texture swaps in a logical loop.
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* **Main limitation signals**: An extreme volume of `GetBindingData... method already registered` warnings appearing in clusters every time a new texture is selected.
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* **Main limitation signals**: Cluster of `GetBindingData` redundancy logs and **silent upload failures** for high-resolution texture files exceeding 5MB.
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* **Workaround status**: Successfully implemented using 100% native builder components.
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* **Workaround status**: Limited; high-res textures must be manually compressed before upload to ensure they are accepted by the builder's asset pipeline.
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### Console Warnings/Errors Seen (Deduplicated) and Probable Meaning
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### Console Warnings/Errors Seen (Deduplicated) and Probable Meaning
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1. **Redundant Binding Registration**: `GetBindingData... method already registered`.
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1. **Redundant Binding Registration**: `GetBindingData... method already registered`.
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