#Help with debug gizmos

10 messages · Page 1 of 1 (latest)

trim mirage
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When rendering gizmos, I see them displayed in both the actual world space, but also in some sort of screen-space-relative positioning. Not sure what the right terminology is, and thus haven't had much luck digging into the documentation yet, but is there a way to disable that screen-space version of the gizmos (either per-gizmo or globally)?

See pic attached, it's a bit of a cluster when displaying a bunch of gizmos.

clear garden
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Hmm, i suspect this is caused by having multiple cameras.

trim mirage
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Ahh, I see, yeah that makes sense, I'm using a separate camera for the text.

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So in that case, could I constrain a gizmo to a specific render target?

clear garden
trim mirage
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Sweet, tysm!

clear garden
# trim mirage Sweet, tysm!

actually, since the default RenderLayers is just layer 0, you have 2 approaches:

  • change the render layer for all text and the camera to layer 1
  • change the render layer for the gizmos to 1 and the 3d camera to 0 and 1
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personally, even tho the second is easier, i'd go with the first option as it clearly separates 2d from 3d. That is if you want to keep the text as 2d sprite text.

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my actual solution would be to use bevy_ui for the text and only have 1 camera

trim mirage
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sounds like it's time to learn bevy_ui then