-
-
Notifications
You must be signed in to change notification settings - Fork 21.2k
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
Added show_collision
property for tilemap node.
#46623
Conversation
If true, collision shapes are shown in the editor and at run-time. Requires Visible Collision Shapes to be enabled in the Debug menu, for collision shapes to be visible at run-time.
56b6363
to
7b6cc3e
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good!
Thanks! |
Can we revisit this? If you use a lot of TileMaps (like I do), the fact that it shows collision shapes by default now (regardless of the Editor->Debug/Visible Collision Shapes menu setting) causes a massive frame rate drop in the Editor if you have a lot of TileMaps. The fact I have to disable this, per TileMap, makes this change particularly annoying. I'd rather it still be an Editor-related global toggle (as Debug/Visible Collision Shapes checkmark currently is) and not something I have to exclusively turn off PER TileMap. |
Using lots of tilemap seems a specific case IMO. But if want a global option to disable/enable the |
I kind of agree it's annoying to have to disable TileMap one by one when you have to debug collision. In my opinion, we should go with smarter solution. Likely, for each TileMap, an option with 3 value possible. Namely: "Use debug setting", "Force show" and "Force Hide". This would keep the possibility change TileMap's one by one, but would keep the debug setting useful. |
This drop-down solution seems like a good compromise. It's a bit different from the way CollisionShape uses "Visible Collision Shapes" debug setting (affects game only), but it makes sense in the case of tilemaps. |
I cannot do this because my TileMaps are heavily isolated in independent scenes. On average, I have 4-6 TileMaps per level object, and in my level there will be 10-20 level objects. Worse yet, the TileMaps are generated by a Godot plugin and therefore any changes made in the Editor are temporary. I could incorporate setting "collision_show=false" to the plugin, but then I have a dependency on 3.3.x going forward. |
@Janglee123 Let me know if you would like to implement the show collision modes yourself, otherwise I'll make a PR on Monday. |
@pouleyKetchoupp no worries I will do this weekend |
If true, collision shapes are shown in the editor and at run-time. Requires Visible Collision Shapes to be enabled in the Debug menu, for collision shapes to be visible at run-time.
NOTE: The pr is opened against 3.2 and not master. The feature will probably be included in master by #45278.