Disable debug collision shapes in the editor
If the editor was started with --debug-collisions, 3d shapes were displayed twice, both with the gizmo and debug shapes. Some shapes could also persist after being removed due to the usage of queue_free() to destroy the debug shapes.
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1 changed files with 2 additions and 1 deletions
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@ -30,6 +30,7 @@
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#include "collision_object_3d.h"
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#include "core/config/engine.h"
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#include "mesh_instance_3d.h"
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#include "scene/scene_string_names.h"
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#include "servers/physics_server_3d.h"
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@ -139,7 +140,7 @@ void CollisionObject3D::_update_debug_shapes() {
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}
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void CollisionObject3D::_update_shape_data(uint32_t p_owner) {
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint()) {
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if (debug_shapes_to_update.is_empty()) {
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call_deferred("_update_debug_shapes");
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}
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