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View Code? Open in Web Editor NEWIssue tracker for the PlayCanvas Editor
Home Page: https://playcanvas.com/
Issue tracker for the PlayCanvas Editor
Home Page: https://playcanvas.com/
When I rotate a empty object its translation gizmos doesn’t change direction in the editor’s view, even though it changes in the backend.
With some rotations, the gizmos SHOULD change to the local forward direction of the selected entity, but they dont and I have to guess where the new object is Looking at:
whereas I also use unity engine and the directions of the x,y,z also change as I rotate.
Example in unity, when I apply rotations the editor show the direction in which the object is facing:
We have an asset that does not appear in a downloaded build of the project. When viewing the asset via the editor's asset registry, it shows up with a red stripe under the file name, and an "Failed" entry saying "Op submit failed. Maximum submit retries exceeded"
When adding Image Element Entity from context menu, it renders it fine.
But if you add Entity to hierarchy, then add Element Component, and switch Type to "Image", it will not render, until refresh of Editor, or enable/disable entity/component.
Hi,
I believe there is a bug with the fbx importer in playcanvas that causes the converted json file to lose keyframe data that existed in the original fbx.
I’m importing a very simple animation of a box into playcanvas using fbx. When the animation is converted to json, it loses keyframe data that was originally there.
You can see in this test project. If you download the fbx file, there is animation where the ball moves up on the Y-axis on the 2nd frame. But in the json file, that motion is not there at all.
The fbx was exported from Maya, and I’ve tried multiple versions of the fbx plugin.
https://playcanvas.com/project/669752/overview/fbx-import-error
Feature request:
It would be nice if REST api would be able to parse script after getting it from outside.
Why it would be useful:
It's quite common that if you are programming locally and sending your code ('Webpacked' mostly),
the next thing you will have to do is hit the 'parse'-button. Why not do it automatically? As a parameter
form.append("file", JSON.stringify(settings), {
filename: filePath,
contentType: "application/json"
parseScript: true // like this
});
or an another request with callback?
We would like to be able to extend the PlayCanvas editor with custom tools that allow our designers and artists to be more productive.
These editor scripts should preferably live in the editor itself and not require any browser plugins or be limited to a certain type of browser or OS.
An example of a custom tool could be a level editor that allows an artist to visually drag and drop assets into groups of enemies, weapons, props, etc. – perhaps sorted by theme. A designer would then use the available assets to populate each level of the game.
The level configurations would need to be saved to a JSON-file in a folder in the PlayCanvas editor, requiring some kind of IO functionality via the editor scripts. The designer should also be able to load the JSON-file into the level editor again for editing and re-saving.
Finally, a programmer will use the JSON-files that the tool has created to populate the game world at runtime.
More Powerful Curve Editing
(examples from Maya graph editor)...
Take a look at the attached screenshot. The particles appear brighter in the editor than they do in the game. This happens on all systems we've tested so far: desktop PC, Mac, and mobile phones (both Android and iOS).
There's no light source in the scene and lighting is turned off in the settings on the particle system component. I've attached a screenshot with all the settings as well.
To get the runtime version to look right, we can increase the intensity, making the editor too bright. There should not be any difference between the two.
Using PlayCanvas editor in Chrome v79. Pressing F2 on the keyboard no longer highlights the name field of the selected object. This was working fine until a couple of weeks ago. I believe this corresponds to an update to the editor.
Result:
Nothing happens.
Expected:
Name field of selected object becomes highlighted for editing.
Would be nice that when you collapse/expand entity groups in the editor, their open/close state would save so when you restart, the hierarchy stays the same. In addition to this, a "collapse all" and "expand all" button to open/close all entities recursively in a group would be nice!
The same goes for entity components, too. Would be nice if they retained their open/close state.
Currently it is not convenient to copy assets from one project to another.
Let’s say I have:
It would be great to be able to import the assets from project A into project B without reseting the materials settings etc. Or vice versa.
I have seen that Playcanvas store actually allows to do something very similar:
https://store.playcanvas.com/
Allowing you to import the files inside any of the playcanvas project within your account.
We would like to develop our own Private Store webpage (same as your store) listing all our projects hosted in playcanvas and let you import Projects assets into other projects.
Is there any script or method we could call in order to achieve this? Ideally without migrating projects outside from playcanvas.
In the WebGL specification, a powerPreference
value can be passed when creating the WebGL context. Browsers (in particular, Safari and Chrome) have changed (or are changing) the default
behavior to be low-power
instead of high-performance
.
We should expose a new property in the Project Settings panel: Power Preference
. Tooltip could reuse the MDN docs for the property.
Open question: should the default value be default
or high-performance
? (I don't believe the default should be low-power
). I'm tempted to suggest high-performance
because this will result in fewer support contacts asking why app performance is lower than expected on certain platforms. Support contacts about battery consumption are likely to be less common, in my view. And in such a case, a developer just has to select a different option and republish.
Note that this should requite minimal or even no changes to the engine itself. It's an Editor task.
Particle system wishlist:
- Blend modes on colour tab (different blendmodes on top of alpha sprite basically (add, mult, overlay) now separate issue playcanvas/engine#2547
- Start scale on sprite now separate issue #217
*Edit: Split up this issue in common wish list and particle randomization (new issue)
This has happened to a forum user, and I was able to reproduce at that same instance. After a couple of minutes the issue was resolved and the folder was deleted.
Forum thread: https://forum.playcanvas.com/t/editor-down-cant-connect/11968
Sprites have a standard size of 32x32 when added to the scene as UI elements.
Instead, I would expect them to be created at their original sprite dimension (same behaviour as when you create a sprite in world).
Currently spine objects cannot be used in the UI, screen elements and the like. A lot of times in our games we have a little box with a character in the top left/right who gives instructions to the player. Othertimes we would like to have a little bit more freedom to be able to animate elements in screenspace. As of now, it is a bit of a pain to position spine objects to stay on screen, especially to scale them with different resolutions.
Leaving the forum post here for reference as well:
https://forum.playcanvas.com/t/spine-animations-in-ui/12446
Hello Team!
This one is no biggie but caused our 3DModels guy to work WITHOUT UNDO for a week.
He is new to the engine (just like me). He tried using CTRL+Z to undo but it didn’t work. He was so used to the fact that this Shortcut is undo that he thought this ‘feature’ wasn’t implemented. He didn’t look at the undo-icon on the lefthand side.
The problem being: we are germans and have decided to swap out z and y keys. QWERTZ you knowz?
CTRL+Y works great.
Maybe its something that is ez to fix. Cheers.
If I switch to another tab from PlayCanvas editor and get back to editor, editor view disappears. To fix that I click full screen button or resize all browser to fix it. That fixes issue, but for some reason it disappears and stays like this.
I think for some reason it turns idle mode and resizing make it work again. That issue started to occur 1 months ago. I use Macbook Pro 2017 and Chrome browser.
I believe in that Chrome kills canvas context to save up battery, I noticed this behavior on other applications too. When I get back to tab, onfocus function can trigger resizing and that can simply fix issue.
Here is a gif to show you process, (pause looping) :
https://gyazo.com/586bbba5337f0362498420e11c7833e7
Adding a complex collision mesh to the scene causes the viewport to render slowly.
Recently, all the suggestions do not appear when part of a keyword is typed into the code editor. Forum link - https://forum.playcanvas.com/t/editor-suggestions/12644
Example - In this image, findByName does not appear as a suggestion.
Currently 0.1 sec is sampling resolution, this is not enough for 30 fps animation. It results to a wrong motion of bones.
If I add an entity with an element and I make an adjustment in the element, this adjustment is only visible after I refresh the browser. I experience that with several things.
Be able to lock an entity, to avoid accidental changes.
Fx a camera.
A big selling feature for using PlayCanvas is realtime collaboration - which assumes working in a shared branch. This gets difficult, especially for larger projects, as changes (to script, but also to scene ...) can break the branch for everybody while the work is in progress.
At the moment every change a user does in Editor is directly updated in server database. We could implement simple interface in Editor to change this behavior by adding a switch, allowing user to switch between 2 modes:
It would probably be useful to Revert changes, which would delete this temporary branch without merging it to original branch.
This can already be done using branching, this is a proposal of simplified workflow.
Extend the particle system to include more options for randomization:
@ellt92
I think will be good if I can to copy some of entity properties like size, rotate or position.
As UX example: when right click on entity show:
Copy -> Entity
-> Size
-> Rotation
-> Position
the Settings->Script Loading Order displays list of all user scripts to allow their sorting. This is hard to use if there is 100s of scripts in the project. Perhaps at least a search / filter functionality should be implemented.
Better option would be to only show scripts with modified order. By default only "Default" line would show, representing all scripts, which do not have implicit order specified. You can then Add Script, which adds new line for it. You can move it before or after Default, which means it runs before or after all other scripts. You can add more scripts you care about and order them in relation to Default and also other added scripts.
Early when I click on model - target mesh is highligthing in "Mesh instances" list (orange border). Now it does not work. Its okey?
Video: on vimeo
Browsers: testing on Chrome 80.0 and Safari 13.0.3
Would it be possible to prompt a render layer change for the children of an entity, when you change the layer for the parent entity?
Maybe have the option to check on inherit render layer from parent on the individual entity?
Any read-only project related.
In Inspector Panel, any asset picker thumbnail is not clickable, so navigating through referenced assets is not possible.
Expected behaviour: thumbnail to be clickable regardless of project permissions.
It seems like my particles are staying in the middle of the screen when I change the Emitter Extent parameters.
I tried to toggle the component to off/on and that did the trick to extent the particles, but when I came back the next day it was back in the middle and the toggling did not work this time.
Rendering to texture can be set up using scripts easily, but it would be good to improve workflow of setting this up in Editor. Possible implementation:
One can no longer use line breaks in the text editors string field.
Expected result:
Instead of the basic colour widget in the UI element, could we have something like the colour widget from the particle system that allows us to define a gradient? And, of course, a way of setting the direction of the gradient?
We often need basic vertical or horisontal gradients in the UI so this would be very useful.
Editor's camera movement has a problem. It stuck at start point when I start to move my mouse. It can be something on mouse down and up events. Because it appears if I do that movement quickly.
Here is a GIF to show how it looks like : https://gyazo.com/77a49b30cbf9f11c2a78270dbc8550a9
The Alpha Test option in Opacity settings of a material is not visible if you have selected multiple materials but with diffrent texture on it. I don’t know if this is a bug or feature.
If you upload 6 PNG RGBM textures into the editor and create a cubemap from it, attempting to generate prefiltered lighting data fails.
Any settings for "Offset & tiling" are not saved.
URL: Test project
Video: on vimeo
Browsers: testing on Chrome 80.0 and Safari 13.0.3
Issue type: Text
Kind of issue: Overlap
Platform / Device: Chrome, Firefox
Issue summary:
When merging, and doing code reviews I use the view difference function to easily check new changes. Since a few days ago when I wanted to review some code I selected the changes since my last checkpoint and my first checkpoint. But then I noticed that the red, green and grey bars are on a different position then the lines that had been changed.
with a few lines of code it wasn't such an issue. but with large classes with multiple changes reading through the code became too confusing to read.
I tried changing to a different browser but I still had the same issue on firefox as I did on google chrome.
Our artists are blocked by the technicalities of writing GLSL and have to turn to our programmers when they need custom visuals beyond what the built-in physical material is capable of. This makes our programmers a bottleneck in production.
We would prefer that our artists are self-reliant, working directly in the PlayCanvas editor as much as possible. This is why we think a visual, node-based shader editor would be a major improvement to their workflow.
This would also bring PlayCanvas up to par with competing engines in terms of material and shader creation capabilities.
Selection change, is not reflected properly in hierarchy. It simply deselects single entity (last one that was selected), instead of all of them.
Throws exception on this line:
constructor({ customUpdate, ...args } = {}) {
Outputs:
SCRIPT1028: SCRIPT1028: Expected identifier, string or number
Running the Editor in Edge throws the following exception:
DOMRect seems to be named ClientRect in Edge?
If I select multiple files in Editor's Library, right click and do Download, only one file gets downloaded. Ideally all of them get downloaded (in zip?).
It would be great if we could upload a bunch of individual textures, have PlayCanvas pack them in an atlas and generate all the sprite references automatically.
Currently, we have to use an external tool or do this manually. This can be quite destructive, and the result is a lot of wasted texture space.
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