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    <title>DEV Community: Richard McHale</title>
    <description>The latest articles on DEV Community by Richard McHale (@ramchale).</description>
    <link>https://dev.to/ramchale</link>
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      <title>DEV Community: Richard McHale</title>
      <link>https://dev.to/ramchale</link>
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    <language>en</language>
    <item>
      <title>Godot - Batch generation of collision meshes from gtlf model files</title>
      <dc:creator>Richard McHale</dc:creator>
      <pubDate>Sun, 04 Aug 2024 12:12:23 +0000</pubDate>
      <link>https://dev.to/ramchale/godot-batch-generation-of-collision-meshes-from-gtlf-model-files-4noh</link>
      <guid>https://dev.to/ramchale/godot-batch-generation-of-collision-meshes-from-gtlf-model-files-4noh</guid>
      <description>&lt;h2&gt;
  
  
  Background
&lt;/h2&gt;

&lt;p&gt;While trying to prototype something I grabbed a free set of models in gtlf format, hoping to use them in a MeshLibrary. I immediatly ran into a couple of issues; Firstly Godot didn't have any bulk generation for collsion data accross multiple files. Secondly the structure of the imported gtlf files wasn't quite right to add to a MeshLibrary source scene once I had generated the collision data through the UI. (If there are easy options for either of these let me know.)&lt;/p&gt;

&lt;p&gt;Fixing this manually for each file would have taken hours (fixing it in bulk also took hours, but at least I learnt some things).&lt;/p&gt;

&lt;h2&gt;
  
  
  Solution
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Note: This should work for people with a similar problem, but it will need minimal editing of variables as it wasn't worth adding logic to handle cli parameters at this point.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This script will loop through gltf files and create a corresponding tscn file (PackedScene), with collision data generated and a structure that can be using in a MeshLibrary.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Create a file called collidable_from_gltf.gd in the root of your project, and paste the script below in (also on &lt;a href="https://gist.github.com/ramchale/7e1389621e06aae384ea8a7764b265ba" rel="noopener noreferrer"&gt;GitHub&lt;/a&gt;).&lt;/li&gt;
&lt;li&gt;Edit the source_directory and destination_directory variables to point to the right place.&lt;/li&gt;
&lt;li&gt;Run the following in the command line in the root of your project, with changes for wherever your godot folder is and version in use.
&lt;/li&gt;
&lt;/ul&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;../godot/Godot_v4.2.1-stable_win64_console.exe &lt;span class="nt"&gt;-s&lt;/span&gt; collidable_from_gltf.gd
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Enjoy&lt;/p&gt;

&lt;h3&gt;
  
  
  Script
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight gdscript"&gt;&lt;code&gt;&lt;span class="k"&gt;extends&lt;/span&gt; &lt;span class="n"&gt;SceneTree&lt;/span&gt;

&lt;span class="k"&gt;func&lt;/span&gt; &lt;span class="nf"&gt;create_collidable_from_gltf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gltf_path&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;String&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;destination_path&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;String&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;void&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="nb"&gt;print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;"Creating "&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;destination_path&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="s2"&gt;" from "&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;gltf_path&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="c1"&gt;# Load the imported gltf and get the MeshInstance3D node, assuming it's the first child node&lt;/span&gt;
    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;model_resouce&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;ResourceLoader&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="nb"&gt;load&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gltf_path&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;as&lt;/span&gt; &lt;span class="n"&gt;PackedScene&lt;/span&gt;
    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;model_scene&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;model_resouce&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;instantiate&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;source_mesh&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;model_scene&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;get_child&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="c1"&gt;# Copy the mesh as the new root node&lt;/span&gt;
    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;mesh_node&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;source_mesh&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;duplicate&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="k"&gt;as&lt;/span&gt; &lt;span class="n"&gt;MeshInstance3D&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="c1"&gt;# Create a collision shape (consider using a simpler shape if you care about performance)&lt;/span&gt;
    &lt;span class="n"&gt;mesh_node&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;create_trimesh_collision&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; 

    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;scene&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;PackedScene&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;new&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;scene&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pack&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mesh_node&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt; &lt;span class="o"&gt;==&lt;/span&gt; &lt;span class="n"&gt;OK&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;error&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;ResourceSaver&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;save&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;scene&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;destination_path&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;error&lt;/span&gt; &lt;span class="o"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;OK&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
            &lt;span class="n"&gt;push_error&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;"An error occurred while saving the scene to disk."&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="c1"&gt;# Free the resources (not doing this will show leaks running this from the command line)&lt;/span&gt;
    &lt;span class="n"&gt;mesh_node&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;queue_free&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="n"&gt;model_scene&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;queue_free&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

&lt;span class="k"&gt;func&lt;/span&gt; &lt;span class="nf"&gt;get_gltf_file_names&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;directory&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;String&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="kt"&gt;Array&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;files&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;DirAccess&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;get_files_at&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;directory&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[]&lt;/span&gt;

    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;file&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;files&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ends_with&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;".gltf"&lt;/span&gt;&lt;span class="p"&gt;)):&lt;/span&gt;
            &lt;span class="n"&gt;result&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;append&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt;

&lt;span class="k"&gt;func&lt;/span&gt; &lt;span class="nf"&gt;_init&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;void&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;source_directory&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;"res://models/landscape"&lt;/span&gt;
    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;destination_directory&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;"res://meshes/landscape"&lt;/span&gt;

    &lt;span class="c1"&gt;# Make sure this directory exists&lt;/span&gt;
    &lt;span class="n"&gt;DirAccess&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;make_dir_recursive_absolute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;destination_directory&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;files&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;get_gltf_file_names&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;source_directory&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;file&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;files&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="c1"&gt;# Chop off the file extension&lt;/span&gt;
        &lt;span class="k"&gt;var&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;substr&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="n"&gt;length&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

        &lt;span class="n"&gt;create_collidable_from_gltf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;source_directory&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="s2"&gt;"/"&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;destination_directory&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="s2"&gt;"/"&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="s2"&gt;".tscn"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="n"&gt;quit&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



</description>
      <category>godot</category>
    </item>
    <item>
      <title>PHP - Creating a pretty printing JMS Serializer at runtime</title>
      <dc:creator>Richard McHale</dc:creator>
      <pubDate>Thu, 09 May 2024 07:05:38 +0000</pubDate>
      <link>https://dev.to/ramchale/php-creating-a-pretty-printing-jms-serializer-at-runtime-koh</link>
      <guid>https://dev.to/ramchale/php-creating-a-pretty-printing-jms-serializer-at-runtime-koh</guid>
      <description>&lt;p&gt;I needed to create a pretty printing &lt;a href="https://packagist.org/packages/jms/serializer"&gt;JMS Serializer&lt;/a&gt; for a unit test, and couldn't find a good example. So here's one for the next person.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Note: If doing this application wide I'd recommend using the config instead, as specified here &lt;a href="http://jmsyst.com/bundles/JMSSerializerBundle/master/configuration#extension-reference"&gt;http://jmsyst.com/bundles/JMSSerializerBundle/master/configuration#extension-reference&lt;/a&gt;&lt;/strong&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight php"&gt;&lt;code&gt;    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;function&lt;/span&gt; &lt;span class="n"&gt;createPrettyPrintingJsonSerializer&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="kt"&gt;Serializer&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nv"&gt;$builder&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nc"&gt;SerializerBuilder&lt;/span&gt;&lt;span class="o"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;create&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="nv"&gt;$builder&lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="nf"&gt;setSerializationVisitor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
            &lt;span class="s1"&gt;'json'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;JsonSerializationVisitorFactory&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="nf"&gt;setOptions&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="no"&gt;JSON_PRETTY_PRINT&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nv"&gt;$builder&lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="nf"&gt;build&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;





&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight php"&gt;&lt;code&gt;    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;function&lt;/span&gt; &lt;span class="n"&gt;testUsingTheSerializer&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="kt"&gt;void&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nv"&gt;$serializer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nv"&gt;$this&lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="nf"&gt;createPrettyPrintingJsonSerializer&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="nv"&gt;$data&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
            &lt;span class="s1"&gt;'a'&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="s1"&gt;'t1'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="s1"&gt;'b'&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="s1"&gt;'t2'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="p"&gt;];&lt;/span&gt;

        &lt;span class="k"&gt;print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;$serializer&lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="nb"&gt;serialize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;$data&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="s1"&gt;'json'&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



</description>
      <category>php</category>
    </item>
    <item>
      <title>Automatically switching laminas-form Annotations to Attributes with Rector</title>
      <dc:creator>Richard McHale</dc:creator>
      <pubDate>Fri, 06 Oct 2023 09:38:13 +0000</pubDate>
      <link>https://dev.to/ramchale/automatically-switching-laminas-form-annotations-to-attributes-with-rector-2m42</link>
      <guid>https://dev.to/ramchale/automatically-switching-laminas-form-annotations-to-attributes-with-rector-2m42</guid>
      <description>&lt;p&gt;I couldn't find anything else demonstrating this so here's the rector config I used in case it's any use to someone else&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;&amp;lt;?php

declare(strict_types=1);

use Laminas\Form\Annotation\AllowEmpty;
use Laminas\Form\Annotation\Filter;
use Laminas\Form\Annotation\Name;
use Laminas\Form\Annotation\Required;
use Laminas\Form\Annotation\Validator;
use Rector\Config\RectorConfig;
use Rector\Php55\Rector\String_\StringClassNameToClassConstantRector;
use Rector\Php80\Rector\Class_\AnnotationToAttributeRector;
use Rector\Php80\ValueObject\AnnotationToAttribute;

return static function (RectorConfig $rectorConfig): void {
    $rectorConfig-&amp;gt;paths([
        __DIR__ . '/module/Application/src',
    ]);

    $rectorConfig-&amp;gt;importNames();

    $rectorConfig-&amp;gt;ruleWithConfiguration(
        AnnotationToAttributeRector::class,
        [
            new AnnotationToAttribute(Filter::class),
            new AnnotationToAttribute(Name::class),
            new AnnotationToAttribute(Required::class),
            new AnnotationToAttribute(Validator::class),
            new AnnotationToAttribute(AllowEmpty::class),
        ]);

    $rectorConfig-&amp;gt;rule(StringClassNameToClassConstantRector::class);
};

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;You will almost certainly need to change the config paths, and add any missing Annotations to the array&lt;/p&gt;

</description>
      <category>php</category>
      <category>laminas</category>
      <category>rector</category>
    </item>
    <item>
      <title>TextMesh Pro 3D object rendering behind Sprites</title>
      <dc:creator>Richard McHale</dc:creator>
      <pubDate>Tue, 06 Sep 2022 13:07:30 +0000</pubDate>
      <link>https://dev.to/ramchale/textmesh-pro-3d-object-rendering-behind-sprites-117j</link>
      <guid>https://dev.to/ramchale/textmesh-pro-3d-object-rendering-behind-sprites-117j</guid>
      <description>&lt;p&gt;Combining 2D sprites and TextMesh Pro 3D objects, the sprites will sometimes render over the text regardless of parent child relation ships or z values. So far, adding a Sorting Group to the text object has consistently fixed this for me&lt;/p&gt;

</description>
      <category>unity3d</category>
    </item>
  </channel>
</rss>
