Open ilyabelow opened 9 months ago
I'd argue that anything that doesn't work should have an error, not a warning, warnings are easy to miss or ignore
The details on the error can be improved to be more clear, but I don't think it should be a warning
I'd argue that anything that doesn't work should have an error, not a warning, warnings are easy to miss or ignore
Fair. But partially my point still holds: the error text is indeed unclear, and I think "this will not work, don't do this, fix locality to scene first" is better than abstract restriction "you can't do this"
That's what I said?
The details on the error can be improved to be more clear, but I don't think it should be a warning
That's what I said?
Yeah, yeah, I've just elaborated, sorry it sounded weird :)
Also, the error may be more verbose like "this will not work as every instance of the scene will have its own viewport which will output different texture"
Describe the project you are working on
Any project involving a ViewportTexture drawn as a texture on a mesh
Describe the problem or limitation you are having in your project
It's a minor annoyance, but it still bug me every time: when I try to set a ViewportTexture in a material, I see
without a proper explanation why. I have to set mesh and material as "local to scene", then return to shader parameters and set my texture
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I propose changing the error to a skippable warning that reads something like "Parent resources are not local to scene, so ViewportTexture won't work! Please fix this". By skippable I mean that you can press "Ok" and still set the texture - and fix parent resources afterwards
Why do I think the warning is better than an error?
ViewportTexture::setup_local_to_scene
) and it will make no sense as soon as the scene is instantiated more than once (which is not so obvious to be honest)Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
If there is a skippable warning dialog, it's trivial to implement. I haven't found one yet, so it's possible to just change the wording of the error to be less strict, and maybe make it show once per texture
If this enhancement will not be used often, can it be worked around with a few lines of script?
It's a part of the engine
Is there a reason why this should be core and not an add-on in the asset library?
Same reason