Open AndHalfAFish opened 11 months ago
As far as I recall this is due to limitations with 3D rendering, drawing non-thin lines is not trivial and I don't think we have a built-in system to draw wide lines in 3D, note how there's a point_size
in materials and spatial shaders, but no line_width
See also:
Re the color, there's already an open proposal for that too
The color you can edit with editors/3d_gizmos/gizmo_colors/shape
Re color : yes, that works (after editor restart) !
The color you can edit with
editors/3d_gizmos/gizmo_colors/shape
Looks like editors/3d_gizmos/gizmo_colors/shape
was removed in this PR: https://github.com/godotengine/godot/pull/90966, and the ability to customize CollisionShape3D debug colours will be added back here: https://github.com/godotengine/godot/pull/90644
Looks like editors/3d_gizmos/gizmo_colors/shape was removed in this PR: https://github.com/godotengine/godot/pull/90966, and the ability to customize CollisionShape3D debug colours will be added back here: https://github.com/godotengine/godot/pull/90644
CollisionShape3D custom colors can still be adjusted in the project setting as per the linked PR's description:
Editor settings for 3D path and shape gizmo colors were removed, as these colors are now set in the project settings instead (they affect both the editor and running project).
Tested versions
not version-dependent
System information
not system-dependent
Issue description
It is often difficult to see collisionshapes in the editor (3d scenes). There doesn't seem to be a way to make the lines more easily visible (color, thickness). Examples from front view & top view :
Steps to reproduce
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Minimal reproduction project (MRP)
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