Open ceitine opened 3 months ago
Bump +1 👍
Yeah, it'd be nice to have some UI options that allow for better separation... as mentioned it starts to get pretty crowded and unorganized on large scenes. What does Unity do?
Ah, the return of #4160 and #4962 .
I'm not sure why parenting them under the same object is a problem, is it not visually the same from a developer perspective?
Maybe if you do something like If (parent is null)
to stop recursing upwards on a script it'll be an issue?
It's hard for me to think of a case where using a GameObject
would be a hard limitation/serious inconvenience.
Unity, I believe, uses the same system:
https://portal.productboard.com/ca1chnbwvzw1eg5yjc5rijnj/c/392-hierarchy-performance-and-organization They do have it on their Kanban board, but it could still get scrapped and Unity has been out for 19 years without it.
It's an issue because tags get inherited by the children,
It's not exactly the same because in a group setting other devs can add stuff to the folder object without fully knowing and understanding.
And if someone just so happens to be a tag on the folder game object for a specific purpose, Now all the children game object have that tag.
It makes it easier to do that fuckup.
Not that we did that and not that a bunch of shit broke and a bunch of stuff is falling through the world now
I didn't use Unity tags much, after searching for a while it seems that Unity GameObjects do not inherit tags from their parents. So that is a fair argument for this use case being different than Unity's, it's more error prone.
It really is ok to just parent on GameObjects, but if you look at what matek showed, our scene is massive. Being able to color code, or give the "folders" icons, would greatly improve the navigation.
Nothing deep, just would be convenient to have in the future.
Definitely would like folders, even medium sized projects its already pointlessly takes space away and make it poorly organized.
I think just being able to give a GameObject a custom icon would suffice, then you could give your GameObject a folder icon of whatever color you want and then bam, its basically a folder, is there some additional functionality im missing?
is there some additional functionality im missing?
Personally, having it's own transform than from a gameobject would be nice, it's not super annoying but having a seemingly random anchor/pivot that comes from newly made gameobject, rather than just "middle of selection" you would have from a multiselect, would do a lot (you create a gameobject to make the parent from, and it places it at like 4444 232 -515, now your transform gizmo will always be there despite your folder contents being next to each other and not needing that pivot/anchor; correcting that manually each time will very suck)
It's an issue because tags get inherited by the children,
It's not exactly the same because in a group setting other devs can add stuff to the folder object without fully knowing and understanding.
And if someone just so happens to be a tag on the folder game object for a specific purpose, Now all the children game object have that tag.
It makes it easier to do that fuckup.
Not that we did that and not that a bunch of shit broke and a bunch of stuff is falling through the world now
I am actually depending on tags being inherited by children in my game. I use separate gameobjects as folders to have multiple 'worlds', and it keeps the inspector pretty organized. You should not have any problems with using that, if the 'container' gameobject is at 0,0,0, the children will act as if they were just directly a child of the scene itself.
Having dedicated folders for organizing stuff might not be a bad idea though.
feels slightly dangerous to have everything parented into long chains of game objects, especially if the game objects arent at the scenes root. Just seems safer to have folders where you know nothing weird is gonna happen with the transforms or with the physics.
I see the usefulness of having a "root" with no transform, yeah, I guess that wouldn't be half bad
For?
S&Box
What can't you do?
Right now the only way you can have a collapsible group of GameObjects, is by putting them all on the same parent. It's not really that bad, but it gets pretty messy with a huge scene like in My Summer Cottage.
How would you like it to work?
Something to hold a group of GameObjects, without having to parent them to the same GameObject. This would be nice if we could color code the folders, and collapse them, maybe even give them icons.
What have you tried?
Parenting GameObjects to the same parent, gets messy real fast.
Additional context
Not really a necessary feature, but would definitely improve our workflow with a huge scene with multiple different locations.