-
-
Notifications
You must be signed in to change notification settings - Fork 20.2k
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
Debug line drawing #25436
Comments
Related: #16863 (comment) It might be useful to create a general-purpose "Gizmo" node for usage in the editor or debugging, which could have subnodes for types of gizmos. Lines could certainly be one of those types. |
Since the different nodes have many needs for drawing and the engine already offer methods to draw 2D and 3D, this could be done by a custom node, and be on the asset library (utilities for autoload, children like collision shapes). |
Sorry, but is it not enough to have primitives |
This issue doesn't specify 2D or 3D, since 2D already supports immediate line drawing. |
Closing in favor of godotengine/godot-proposals#112, as feature proposals are now tracked on the Godot proposals repository. |
Easily drawing world space debug lines, which are only visible in debug/editor builds, is very useful.
Unity has Debug,DrawLine and Debug,DrawRay for this purpose. Will Godot have something similar?
The text was updated successfully, but these errors were encountered: