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Improvements to the Level Viewer #425

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@MattFiler

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@MattFiler

I want to do some updates to the Level Viewer project to make it more useful when working with the Commands editor.

Today I pushed some changes to improve the lighting and update it to the latest CathodeLib changes, but the workflow is still an issue. I'd like to get it to the point where you just open Unity and don't touch it, and any changes you make in the Commands editor are reflected across to give you a 3D visual of where positions are.

Things to look at:

  • Currently selected objects in the Commands editor should select in Unity (this is already kinda implemented, but a bit janky)
  • Moving something in the Commands editor should move it in Unity
  • Deleting something in the Commands editor should delete it in Unity
  • Adding something in the Commands editor should add it in Unity
  • Everything in the hierarchy should be hidden to prevent tampering (perhaps even lock objects in Unity side so they can't be dragged, to make it clear the transforms are one-way)
  • Ideally, performance would be better. Might be worth looking at Graphics.DrawMesh to see if that helps. By default, I should make sure nothing is selected improve perf on first launch (the highlight is laggy).
  • Stretch goal: visualising triggers and positions of non-renderables would be great

Once these are done, I'd like to include it as a project within the OpenCAGE download which can be launched via the Commands editor if Unity is installed (and also provide help for installing the correct Unity version).

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    [TOOL] Level ViewerThis issue applies to the level viewer.[TOOL] Script EditorThis issue applies to the script editor within OpenCAGE.enhancementSomething which will improve the user experience.

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