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3D editor transform gizmo is no longer visible by default #99305
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I will have a look tomorrow at how to solve the issue. For context, my PR intends to solve some input conflicts between Gridmap editor and 3d editor. When a Gridmap is selected, there are several input modes (e.g. transform, selection, paint, erase, picker), and I make the gizmo only visible and usable when the user selects the Transform mode. The intended behaviour is that the gizmo is made invisible when a Gridmap is selected and it is made visible again if the transform mode is selected or if the Gridmap is deselected. |
I checked a bit on this, and running a gdb session on a empty project.godot I managed to pinpoint the trace at the end. TLDR : while le plugin is loaded, calling Removing the The relevant stack trace :
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Oh right, I did not realise that the GridmapEditor initialisation function would be called at Godot's start-up. I assumed it was called on the creation of a Gridmap node. The idea is that when a Gridmap Editor node is created, the default mode is the selection mode. In selection mode the gizmo is hidden. There are two possible fixes:
The first solution is probably the best. I will test it out now. |
It should work now; sorry for the inconvinience! |
I've tested #99354 on my project. It seems like opening some scene, gizmo is always ok, other is not. |
Note that if your project had already the gizmo hidden (because of the bug), this fix won't restore its visibility. This fix prevents the gridmap to hide the gizmo in the first place; it does not restore the gizmo visibility. To restore the gizmo visibility, you can simply go in the viewport menu and check the option 'View Transform Gizmo', as shown in a screenshot above this post. Let me know if that explains what you've experienced. |
Tested versions
master
System information
win10 21H2,Vulkan API 1.2.0
Issue description
2024-11-16_10-36-22.mp4
Steps to reproduce
look video
Minimal reproduction project (MRP)
none
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