Open WickedInsignia opened 11 months ago
I prefer solution 2) since I always found the edit bounds
from unity a bit tedious
I'd personally just make it a wireframe like for the Decal node. We don't have a dedicated "edit bounds" button so there's unfortunately no way to make the translucent box appear only when using the manipulation gizmos.
If you want to see where the probe's bounds intersect with other geometry while still having a wireframe-like appearance, this would perhaps be a great use for https://github.com/godotengine/godot-proposals/issues/3021 :slightly_smiling_face:
We don't have a dedicated "edit bounds" button so there's unfortunately no way to make the translucent box appear only when using the manipulation gizmos.
I meant that the probe only shows as a wireframe box when selected, and once a handle is grabbed to resize the domain the semi-transparent walls appear. Here's a better description of the process:
Describe the project you are working on
Graphics intensive demo scenes.
Describe the problem or limitation you are having in your project
Reflection Probe bounds are a semi-opaque bright green border. This is great for seeing where it overlaps with objects, but not for seeing where they blend with the environment or for editing certain properties.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Unity resolves this by allowing you to select a Reflection Probe without the boundaries showing to edit properties, and then reveals those bounds when you hit the "edit bounds" button to change the size of the domain. There needs to be some way to show the semi-opaque green wall of the bounds when they're useful, and hide them when they would simply get in the way while parameters are being adjusted.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
There are a couple options I can think of:
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
Core aspect of Godot's functionality.