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23 lines
1.2 KiB
Markdown
23 lines
1.2 KiB
Markdown
# GLTF Inspector
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## Staging area
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I want to have parallel "world" for each of my scenes so they're all in the same location in space, but not overlapping in the viewport.
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For example, we load scene A and B and we want to show independent previews of A and B.
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The way this tends to be done is by moving the staged assets "out of the way" to some far off part of the world that the player can't see.
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This works, but makes the game world grounded in reality more than it has to be.
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In principle (these are just 1s and 0s) we can spawn these all in their own worlds and toggle between worlds in the "multiverse".
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There is [at least one] RFC for Bevy to support a "Universe" with multiple worlds, but nothing implemented.
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---
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The workaround for this was to change the gltf inspector from loading _all_ assets to just loading assets which are dragged+dropped into the window.
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Buuut I think the workaround is to have one camera per scene and update it to either render ot a preview or render to the window.
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I kinda wish I could make entities visible to certain cameras, or put them in a different "dimension layer".
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The render target I don't think would actually solve the problem since it's still in the same world and therefore can still see the other scenes.
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