Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Display Live Scene Tree on the Editor #7169

Closed
henriiquecampos opened this issue Nov 21, 2016 · 3 comments
Closed

Display Live Scene Tree on the Editor #7169

henriiquecampos opened this issue Nov 21, 2016 · 3 comments

Comments

@henriiquecampos
Copy link
Contributor

henriiquecampos commented Nov 21, 2016

Something I really miss on my game design road with Godot Engine is the option to live debug the runtime scene. Currently we have the Remote Inspector, which does 80% of the job. But on dynamic scenes it is not enough.
Sometimes we need to visually pick a specific object and modify it. With the current Live Scene Tree, we have to bruteforce every instance of the object to reach the one we want to modify.
My proposal is: when we hit "Pause Scene" in the editor, a new scene tab would be created reflecting the Live Scene Tree root node (the viewport with all the child nodes). This way we could visually debug our game and fine tunning some properties this will also enable some new features:

  • Be able to save a resource created in runtime, since all the nodes would be instaced on a temporary scene, the Editor Inspector would be avaible so, we could save runtime resources if wanted so.
  • Be able to test game stages without manually reproduce'm. Let's say we want to test a moving platform, and see how the player's node react to it. Try some cliff and edge animations, and such. Currently we need to manually put the player's node on the platform's edges, and if it is moving, good lucky to find how you player will behave to this.
    -And more

I made a minimal viable project to show the overall concept:
Play the testScene
Press ctrl + enter to pause and save the scene state you want to debug
go the savedScene.tscn and debug it :D
https://drive.google.com/file/d/0B4qLEmhydQzlTHY4SUxDZVItRHc/view?usp=sharing
I also made a video, avaible on our facebook group:
https://www.facebook.com/groups/godotengine/permalink/882432988559963/?comment_id=883630085106920&comment_tracking=%7B%22tn%22%3A%22R%22%7D

@ghost
Copy link

ghost commented Apr 8, 2018

Closing as fixed by the new remote scene tree. Please let us know if mistaken. AFAIK all points are satisfied and changes can be done in real time.

@ghost ghost closed this as completed Apr 8, 2018
@ghost ghost added this to the 3.0 milestone Apr 8, 2018
@henriiquecampos
Copy link
Contributor Author

hey @Noshyaar sorry for the delay but I just noticed now that this is closed. And I don't think Remote Scene Tree satisfies the issue, since we don't have any visual way to fine tune stuff, of to get the node we want, etc...like I don't know which enemy is the @enemy@124 I'd suggest to check the video I linked, maybe it gives more insights about this.

@neikeq
Copy link
Contributor

neikeq commented May 28, 2018

I think in-editor playback would solve all those problems. Not sure if it will happen, but there is a WIP pull requestion to add it: #13354

This issue was closed.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants