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WYSIWYG composition for viewport textures #11727
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Are you on 2.1. or 3.0? |
I'm on Godot 3.0 (build done today). |
You can always do it in a separate scene and instance it. That's what Godot
is about :)
…On Sep 30, 2017 3:03 PM, "Ace-Dragon" ***@***.***> wrote:
I'm on Godot 3.0 (build done today).
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Oh, misunderstood. Check the demo, it's all done with zero code
On Sep 30, 2017 3:49 PM, "Juan Linietsky" <[email protected]> wrote:
You can always do it in a separate scene and instance it. That's what Godot
is about :)
…On Sep 30, 2017 3:03 PM, "Ace-Dragon" ***@***.***> wrote:
I'm on Godot 3.0 (build done today).
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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. |
@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. |
Ah, makes sense. Thanks :) |
This is somewhat related to #20619 Both are caused by nodes being inside different Vieport than the editor's. |
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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. |
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?
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