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Thanks for writing this up — I think you’ve nailed the core limitation of the current system. The global toggle works fine for packaged builds, but as you point out, it really limits what we can do in the editor. Having finer-grained animation control will definitely improve the workflow. I agree that we should move forward with a redesign along the lines of your proposal. A three-tiered model (Global → View → Entity) makes sense to me, since it matches how developers actually use the editor:
For precedence, my initial thought is:
So, to clarify:
for entities:
This way the rule is simple and predictable. We can always refine it later if needed. AnimationComponent is a good way to implement on/off animation at the entity level, so it stays consistent with the ECS design. For editor UX, a per-view play/pause button in each panel and an inspector dropdown for entity policy feels natural. What do you think? |
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While working on the edit split, many of the decoupling efforts I’ve been making—mainly through creating classes with a singleton pattern—are helping us gain customization while still allowing global access for functions that need it.
However, I’ve encountered a challenge:
The current animation system is essentially all-or-nothing. Right now, animations can only be enabled or disabled globally. While this might be fine for a packaged game build (where you either want animations on or off), it falls short in the editor workflow.
In the editor, animation needs to be more granular. For example:
This mismatch makes the current design inflexible for real-world usage.
Problem
The limitation is that the system doesn’t allow per-entity or per-view control. This means that:
Proposed Solution
Introduce a three-tier animation control system:
Per-Entity Control
Per-View Control
Global Control
Open Questions for Discussion
Next Steps
👉 What do you think?
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