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WYSIWYG composition for viewport textures #11727

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Ace-Dragon opened this issue Sep 30, 2017 · 11 comments
Closed

WYSIWYG composition for viewport textures #11727

Ace-Dragon opened this issue Sep 30, 2017 · 11 comments

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@Ace-Dragon
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Ace-Dragon commented Sep 30, 2017

Bugsquad edit: Godot 3.0, current master branch.

Check the GUI_In_3D demo on how, right now at least, you need to compose the viewport texture blind (you get the 2D window when you add a UI node, but nothing shows up).

So it would be nice to be able to see the composition you are making, as I imagine the current situation will prove to be a headache for very complex stuff.

Can this be done, would it be good to have?

@Zireael07
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Are you on 2.1. or 3.0?

@Ace-Dragon
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I'm on Godot 3.0 (build done today).

@Ace-Dragon Ace-Dragon changed the title Feature Request: WYSIWYG composition for viewport textures (3D) Feature Request: WYSIWYG composition for viewport textures (3D in Godot 3.0) Sep 30, 2017
@reduz
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reduz commented Sep 30, 2017 via email

@reduz
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reduz commented Sep 30, 2017 via email

@akien-mga akien-mga changed the title Feature Request: WYSIWYG composition for viewport textures (3D in Godot 3.0) WYSIWYG composition for viewport textures Oct 12, 2017
@mhilbrunner
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To be honest, I don't get what you're requesting at all. Can you maybe explain it some more, or in another way? Not really getting it, sorry.

@karroffel
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@mhilbrunner for example, in one of my game projects I use a Sprite3D using a viewport texture to display Control nodes in the 3D space. The problem is that there is no visual feedback with the viewport. I basically set it all up "in the dark" and then I see in game if it looks right.

@mhilbrunner
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Ah, makes sense. Thanks :)

@KoBeWi
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KoBeWi commented Jun 2, 2019

This is somewhat related to #20619

Both are caused by nodes being inside different Vieport than the editor's.

@rcorre
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rcorre commented Dec 13, 2019

You can always do it in a separate scene and instance it. That's what Godot
is about :)

This is true, and is what I ususally end up doing, but I found this issue after having multiple times where I thought "ugh, I wish I could just edit this in the same scene". This happens a lot where I want to create little simple GUI elements in 3D space (tooltips/hints/HUD elements, ect.).

This bug is misleading when you have two controls in the same scene and one of them is in a separate viewport. Selecting the control in the separate viewport instead shows the control from the current viewport.
1576252402

In this screenshot, I've selected the Crosshairs viewport (which is used to display a GUI element in 3D), but it is actually showing the HUD viewport.

@Calinou
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Calinou commented May 26, 2020

Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.

The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.

If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!

@Zireael07
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I think it's more of a bugfix that enhancement proposal - all other 2d scenes can be composed WYSIWYG, only viewports don't.

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