Comments (5)
Yeah, So the first thing needs to be moving the GameObject.DrawGizmos() function into the Editors ViewportWindow class, It gets called there so moving it over shouldn't be too hard.
Then move the ImGUI folder from the Runtime to the Editor and update the namespaces
Prowl.Runtime.ImGUI -> Prowl.Editor.ImGUI
I just removed a reference to ImGUI in the runtime just now, So all thats left is GameObject/SceneManager and the ImGUI folder.
from prowl.
I think the root of this issue is the GameObject gizmos stuff is handled In the GameObject class itself, that is the only reason that code needs to be in the runtime.
Ideally, I think we remove ImGUI completely from the Runtime and make it Editor Only, then we make our own UI system for the runtime/games.
I've already started work on a custom UI solution for the runtime.
from prowl.
oh ok cool, i agree with that solution. If i may ask, can you brief me through the idea of it?
from prowl.
Ah theres also the ImGUI Attributes like [Header("")] and whatnot for components, will need to redesign that to handle its logic in the editor, and just have the attributes in the runtime.
from prowl.
Moved ImGUI to the Editor, solving the original problem posed by this issue so gonna close it, ill create a new issue later on for a Runtime UI solution once i decide what exactly i wanna do regarding that.
from prowl.
Related Issues (20)
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- [Cleanup] Merge RegisterAllType methods into 1 system HOT 2
- [Editor] DragnDrop Improvement
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- [Editor] ModelImporter Embedded Textures Support
- [Editor] Improved Prefabs
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- Editor failing to load, constantly throwing errors. HOT 3
- [Editor] Overhaul Mesh Importing
- [Editor] Shader Hot-Reloading doesnt seem to work HOT 1
- [Engine] Reduce the overhead of GameObjects HOT 2
- [Rendering] Google ANGLE support for Vulkan, Metal and DirectX HOT 1
- [Editor] Missing Monobehaviours HOT 1
- [Engine] SceneObjects HOT 3
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from prowl.