3 ms·
The remote tree is useful, but a fully visual representation in the editor would be best. It seems that I can force the game to reflect what I set in the edito
by mattlondon 4y ago
The remote tree is useful, but a fully visual representation in the editor would be best. It seems that I can force the game to reflect what I set in the editor , but not make the editor visually show what is happening in the game at that specific moment.
E.g. imagine I am creating a platformer (for a totally hypothetical example) with a moving platform. There is a bug in the game where the player sometimes drops through the moving platform. In unity I can pause the game when the bug happens and then in the editor I can visually see all of the colliders and so on and quickly work out what is happening (e.g. perhaps the collider for the platform is too short or something and so the player misses it). In Godot it seems there is no way of doing this. Yes I can use the inspector on the remote tree, but this is not easy to visualise the colliders and their overlapping. Add in 3D and it gets even harder. Perhaps I am just missing some button somewhere? Debugging collision issues in Godot is proving to be a real pain in the backside without this feature.
I guess that for Godot it just shells out a new process to run the game and the game is not running in the editor as it appears to be in unity, and that makes it hard to visualise the state in the editor.