ua4192 Posted June 29, 2017 Share Posted June 29, 2017 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 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 29, 2017 Share Posted June 29, 2017 Ping @Temechon Quote Link to comment Share on other sites More sharing options...
ua4192 Posted June 29, 2017 Author Share Posted June 29, 2017 Thanks. I have forwarded my question to him. Best regards Quote Link to comment Share on other sites More sharing options...
Temechon Posted June 30, 2017 Share Posted June 30, 2017 Hey, As I said in my direct message, it seems like a bug. I'll take a look at that today. Thanks ! Quote Link to comment Share on other sites More sharing options...
Temechon Posted June 30, 2017 Share Posted June 30, 2017 Hey @ua4192, I can't reproduce your issue... Do you mind creating a new PG where your problem is happening ? Thanks ! Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 3, 2017 Author Share Posted July 3, 2017 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 Quote Link to comment Share on other sites More sharing options...
Kesshi Posted July 3, 2017 Share Posted July 3, 2017 @Temechon I also have this issue. I posted an example some time ago already. See issue number 1 here: Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 3, 2017 Share Posted July 3, 2017 Hi @Kesshi, thank you for your help ! I will take care of this Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 4, 2017 Author Share Posted July 4, 2017 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 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 4, 2017 Share Posted July 4, 2017 This should be a reference issue in the inspector ( @Temechon ) In the meantime just add a reference to http://preview.babylonjs.com/gui/babylon.gui.min.js Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 5, 2017 Share Posted July 5, 2017 It has been handled already : https://github.com/BabylonJS/Babylon.js/blob/master/inspector/src/Inspector.ts#L45 GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 6, 2017 Author Share Posted July 6, 2017 Hi. Many many thanks for the quick response. But, has been the download from GITHUB already updated? Best regards Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 6, 2017 Share Posted July 6, 2017 yep and the preview link as well: https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 7, 2017 Author Share Posted July 7, 2017 Many many thanks. Your inspector is really nice. Best regards Temechon 1 Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 8, 2017 Author Share Posted July 8, 2017 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 Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 8, 2017 Author Share Posted July 8, 2017 Hi again. Another problem I see in the inspector is that instances are not selectable. Try to select one instance in my PG and you will see that the mesh that is highlighted is the main mesh where the instance was made of. With clones is working. See this PG: http://www.babylonjs-playground.com/#HQKU3H#4 Best regards Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 12, 2017 Share Posted July 12, 2017 It seems your problem is now solved. Let me know if it isn't Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 15, 2017 Author Share Posted July 15, 2017 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- Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 18, 2017 Share Posted July 18, 2017 Hello, I don't see any duplicate in the inspector. The only thing I can see is when you select an instance the yellow overlay is displayed for all instances, but it's due to the nature of instance itself. Quote Link to comment Share on other sites More sharing options...
ua4192 Posted July 18, 2017 Author Share Posted July 18, 2017 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 Quote Link to comment Share on other sites More sharing options...
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