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I agree that it would be impractical to manipulate it from the inspector, but I don't know if it needs to be hidden. We need to be able to see what Skin it is and the inverse bind matrix for debugging purposes, so we need to at least show it even if we set it to readonly. However, it cannot be readonly because we need to allow changing it from code. Given the above, I think it is okay to have an alternative GUI and replace it with that, but should not be approved to simply hide it. |
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I was looking at how skeletal animation is implemented for the purpose of extending this library I'm making to support skeletal animation.
As far as I can tell, this resource is only meant to be generated by an importer or otherwise by code, and never directly by a user. However, it is exposed in the editor like so:
Here are some issues that I found with this:
Given these limitations, I believe that the
Skin
resource should simply not expose any of its properties to the editor, which would prevent a user from misunderstanding it and making erroneous changes to it. This would be consistent with how Skeleton3D does not directly expose all of its properties to the editor, instead having specialized UI for this. However, I suspect that doing this might cause issues for a knowledgeable user. What are your thoughts?Beta Was this translation helpful? Give feedback.
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