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Godot Visualization Tools

/!\ Rewrite in progress with Godot 3.5. Documentation coming soon.

A collection of scripts and tools for debug visualizations of collision shapes.

This is a work-in-progress. Mose of this code comes from our project Godot Node Essentials.

Outline

  1. Introduction
  • Overview
  • Plus mention that the plugin is made with Godot 3.5 so is not compatible with previous versions.
  1. Features
  • Intuitive inspector properties that update based on supported shapes and features.
  • Palette with a "Disabled" value that updates the Disabled property accordingly and vice-versa.
  • Theme. Simple, Dashed & Halo for 2D. Wireframe & Halo for 3D.
  • Simple & Dashed theme extra properties: Width & Sample. Width gives us the thickness of the outline. Sample sets the number of segments used for the outline.
  • Autoload singleton to easily manage visibility at runtime: GDQuestVisualizationTools.set_is_debug_collision_visible() & GDQuestVisualizationTools.set_is_debug_navigation_visible().
  • Independent visibility toggle from Debug > Visible Collision Shapes and Debug > Visible Navigation.
  1. Technical limitations and issues
  • 2D: When duplicating a node it's mandatory to make the material property unique. Otherwise a theme change will override all nodes and distort the visuals.
  • 3D: Can't toggle visibility in the editor by toggling visibility of a parent node. Visibility has to be toggled specifically on the debug nodes themselves.
  • 3D: The meshes are recreated from scratch each time a change happens with the transform or a relevent property. At runtime this might become a performance issue. Still needs investigation.
  1. Technical details. 2D is built with CanvasItem._draw(), while 3D is built with VisualServer.

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Tools for debug drawing and animation for visualizations and tutorials

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