Jump to content

inspector debug layer


ua4192
 Share

Recommended Posts

Hi.

Is it possible to apply a small modification in the inspector in order to discard in Meshes Tab duplicates. I know that inspector is for general purposes, but it is a wonderful tool and I would make use of it.

Let me explain. In my scene, I create 2 main meshes (empty meshes):

context_mesh --> I put inside as child the plane context (schematic meshes from the plane in order to know where are the parts from query_mesh alocated in the plane

query_mesh --> I put inside as child all the meshes from the selected query to the DB

My problem is that when I open the inspector I see these 2 main meshes and I can descend into the childs but in the same level I also see these meshes (child) in the level 0.

Example: Meshes Tab:

Level0:

 - context_mesh:

     - context_mesh_child_1

     - context_mesh_child_2

 

     - context_mesh_child_n

 - query_mesh:

     - query_mesh_child_1

     - query_mesh_child_2

 

     - query_mesh_child_n

- context_mesh_child_1

- context_mesh_child_2

 

- context_mesh_child_n

- query_mesh_child_1

- query_mesh_child_2

 

- query_mesh_child_n

It's a bit confusing.

 

Best regards

Link to comment
Share on other sites

I am very sorry for the delay.

Here you can see:

http://www.babylonjs-playground.com/#HQKU3H#1

I am using LODs and instances. As you can see, I should only see scene_mesh and asset_mesh in the root folder in the Mesh tab, but I also see the main meshes I use for instantiate (sphere1, sphere2 and sphere3).

As I am using thousand of meshes this is really annoyance.

Is this  the correct behavior?

Best regards

Link to comment
Share on other sites

Hi again.

Another issue I have experienced is that since I am using GLTF2.0 format in my scene, when I try to open the inspector I get this error message:

  • TypeError: BABYLON.GUI is undefined.

It leads me to the following files:

  • babylon.inspector.js: 720:17 (loadGUIProperties)
  • babylon.inspector.js: 13:13 (Inspector)
  • babylon.js: 36:16940 (t.prototype._createInspector)
  • babylon.js: 36:17314(t.prototype.show)

I am using the following line to use inspector in  my head section:

  • <script type='text/javascript' src="mypath_to_babylon.inspector.js"></script>

I have also tried with:

  • <script type='text/javascript' src="mypath_to_babylon.inspector.bundle.js"></script>

When I was using GLTF1.0 it was working.

Best regards

Link to comment
Share on other sites

Hi.

I have recently updated my repository and tested the new version but I continue experiencing the same issue.

Maybe Am I doing something wrong?

Here you can see the new PG where I am forcing to use the new version but continue the same:

http://www.babylonjs-playground.com/#HQKU3H#3

You can see that meshes to create instances should only appear on assets_mesh mesh container but they also appear in the root folder

Best regards

Link to comment
Share on other sites

Hi.

No, unfortunately not.

; )

After testing the last version I continue experiencing the same issue. Assets used for instances appear duplicated

Did you change anything in your code since my last mail?

Read my comments about instances and highlighting them.

Best regards-

Link to comment
Share on other sites

Hi,

You are fully right, very sorry for my mistake. Inthe last version the duplicated issue was solved.

About inspector and behavior when selecting instances, would it be possible to select only the instance selected by the mouse and not all the instances?

Again, many thanks for your support, your inspector is really nice.

: )

Best regards

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...