beo6 Posted Wednesday at 07:53 PM Share Posted Wednesday at 07:53 PM This would make rotating a camera entity way easier, and would also allow to align other entities. A viewport preview of camera entities would definetly help too but would prevent this from other entities unless we could use that somehow in our own components. Quote Link to comment Share on other sites More sharing options...
Josh Posted Thursday at 04:33 PM Share Posted Thursday at 04:33 PM I don't understand, how can an entity be aligned to a viewport? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
beo6 Posted Friday at 05:50 AM Author Share Posted Friday at 05:50 AM Every Entity has a Rotation and Position. right? You can take the Rotation and Position of the Editor Camera and apply it to the Entity Rotation and Position. That would help in case a Component needs some specific Rotation and Position. And since for example the Empty Entity does not show any Rotation in its icon, that would help with that. See also my Camera Movement Component to why this would be useful. Unless you have a better idea to do this. Alternatively i would think something like allowing people to create custom entities that you can give some kind of a model to visualize its direction. In Unity for example you have the option `GameObject > Align With View` 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted Friday at 03:49 PM Share Posted Friday at 03:49 PM I do not understand under what circumstances you would want to do this. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
beo6 Posted Friday at 04:13 PM Author Share Posted Friday at 04:13 PM As already written. To not have to guess the rotation and position manually. You move the editor view to a location, select the entity and press the button and it is moved to where the camera is and is rotated the way the view is rotated. Probably the main usecase is for camera entities so you don't have to manually enter values if you want a specific shot the camera should focus on. But i think it can also be useful for other entity types as mentioned above. See also if you still can't understand. 1 Quote Link to comment Share on other sites More sharing options...
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