#Request to make blob asset data viewable at inspector

1 messages Β· Page 1 of 1 (latest)

fierce mortar
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Are official plan to make blob asset data viewable at inspector instead of currently just unreadable Serialized Hash very soon like dots 1.1 release? One of the main use case is to inspect physics collider data

copper grove
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Oh there's a ton of quality of life stuff like this i'd love to see improved in the editor:

  • As mentioned, blob data
  • Collider data
  • NativeContainer data ( these are now supported on components )
  • Retention of collapsed components in the inspector - for example if i'm clicking through entities in the EH ( Entities Hierarchy ) at runtime and inspecting values of a specific component, just to compare values across different entities, if i collapse all other components except for the one i'm interested in, everything uncollapses when i click on another entity. Would be reallllly nice improvement to have this behave like the gameobject Inspector where component collapse state is retained
  • Entities Hierarchy hierarchy view.. A hierarchy view for EH would be insanely useful imo, ie collapsible hierarchies of components similar to gameobject Hierarchy. It would improve the onboarding experience for new user and also just make life easier. Currently where entities do have a logical hierarchy ie Parent/Child relationship, the entire thing is just rendered to the EH as a flat list. Same for Physics constrained objects , some form of structural visualisation would be useful.
final lichen
# copper grove Oh there's a ton of quality of life stuff like this i'd love to see improved in ...

Currently where entities do have a logical hierarchy ie Parent/Child relationship, the entire thing is just rendered to the EH as a flat list.
Maybe I'm missing what you're talking about, but my Entities Hierarchy is a hierarchy if there's parent/child relationships, just like the normal Hierarchy view.
Hell, a recent Unity or Entities update made the Systems view get its hierarchy back for me, it was flat for a moment there

copper grove
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^ after searching for that specific entity

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^ after scrolling tediously down the massive list of entities to find the entity i'd clicked on, without searching for it

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I guess at least, some more ways to filter/organise the EH list. Auto-scroll to the entity i've just selected in scene view would also be a massive help.

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It's a tough one because obviously hierarchies are anathema to the whole DOD/ECS workflow, but some solutions would be nice as it feels that the EH window isn't really very useful unless searching ( which is a great and powerful sub-toolset in itself ).

fierce mortar
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@still wharf Will it possible at least able to view physics collider blob asset data? What I expect is not just able to only display the number but bring it further that able to serialize to become exactly the same as what is baked from the selection shown at LayerMask. Can I expect this to release at dots 1.1 release?

still wharf
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Currently you can only see what is inside the collider blob asset by using an IDE, such as JetBrains. In this case you can simply inspect the actual Collider type data.

unborn vector
still wharf
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Give me a sec. I'll make an example.

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Here you go:

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So we can see in the "Raw View" that this blob asset is indeed a convex collider.

unborn vector
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ah, this. I was expecting in entity inspector πŸ˜…

still wharf
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Oh ok. Sorry for misleading you there πŸ˜…

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What I was trying to say is that the only way to see what's in the blob assets at this point is really through the IDE debugger.

white wolf
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@still wharf any plans for improving on that ?

still wharf
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Given that blob assets are really just arbitrary memory sections, there would need to be a specific "physics" entity inspector to visualize these in the editor.

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Not to my knowledge.

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I can inquire though.

unborn vector
white wolf
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This was one of my post too for today question, it's QOL but would speed up tremendously debugging

Especially when you have to modfy the collider & the filters at runtime ( Legit my current use case with procedural geometry of a conveyor belt )

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@unborn vector sorry , who ? what ? where ?

still wharf
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I'd like to have a look at that too.

unborn vector
white wolf
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Holly molly this thing is massive

still wharf
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@unborn vector : Do you know where specifically this collider inspector is? I have difficulties locating it in that repo...

still wharf
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How did I not see this? πŸ˜… Thanks!

white wolf
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BovineLabs.Core.Editor.Inspectors yup

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looks like it

fierce mortar
still wharf
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The PropertyInspector base class used here is internal. I am asking internally whether there is a plan to allow packages to create their own property inspectors for these sorts of use cases. Would make sense to me...

white wolf
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Nice catch

still wharf
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I just tested that inspector and it works like a charm. Good job @fierce stratus .

fierce mortar
white wolf
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@still wharf did you have to take the entire github repo to make it work ?

still wharf
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Nope, just took that inspector.

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But as I said, there is that internalsVisibleTo trick which you would need to do also.

white wolf
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So ... basically put the inspector script in a folder & add the hack for your project

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will try now

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do that work too in the entity inspector ?

still wharf
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Isn't that the entity inspector that I show above? Which inspector do you mean?

white wolf
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nvm that's it

still wharf
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Cool!

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So yeah, it works out of the box by just doing what you said above.

white wolf
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Yeah trying to do that , but currently getting tired of my project

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Holding on & freezing on that all the time

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( but that's unrelated to that question soooo nvm )

still wharf
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In the assembly I added this I needed to add a reference to "Unity.Entities.UI.Editor" btw

white wolf
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Share the thingy directly worst case , it's easier to replicate πŸ˜„ for people coming here next

white wolf
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@copper grove unrelated My editor Freeze completely and could go on forever

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Like litterrally
The animation of the progress bar is showing but it get stuck without any errors

copper grove
stable pulsar
fierce mortar
still wharf
white wolf
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Just when i'm modifying code in systems

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and the editor refresh the domain

still wharf
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Weird. I don't have that issue. Maybe related to the size of your project. When we are working in the PhysicsSamples project during development, we don't run into this sort of issue.

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What editor version are you using right now?

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And entities/physics package version

white wolf
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Not saying at all that it's related to physics πŸ™‚
I don't know at all , I just know my editor freeze for no apparent reason I need to kill and reboot the editor

2022.3.7 - Editor - Lastest ECS & Dots packages ( 1.0.14 )

fierce stratus
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(unity is welcome to use anything in my library without the license clone requirement of MIT, been meaning to add a secondary license to the library for a while)

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But yeah that inspector is very useful, I originally wrote it 2-3 years ago and has come in very handy

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Just knowing the type of collider can be invaluable

still wharf
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Thanks. Much appreciated!

final lichen
# still wharf The `PropertyInspector` base class used here is internal. I am asking internally...

I was under the (outside) impression that much of this code was basically a pre-release for the com.unity.properties.ui package that has been shoved into the entities package. The com.unity.properties package has made it to core, but I can't see the UI for it.
In my project I'm even using it to draw inspector UIs for non-Unity-serialized objects unrelated to Entities, but I would be using properties.ui if I could find it internally!

fierce stratus
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Nice job on the collider inspector daniel (or whoever worked on it). Very thorough implementation.
Glad to finally be able to delete mine

white wolf
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Lol currently I can't use the latest version because of a weird bug - - "