@@ -627,8 +627,8 @@ namespace FlaxEditor.Viewport
|
||||
}
|
||||
|
||||
// Debug draw all actors in prefab and collect actors
|
||||
var viewFlags = Task.ViewFlags;
|
||||
var collectActors = (viewFlags & ViewFlags.PhysicsDebug) != 0 || (viewFlags & ViewFlags.LightsDebug) != 0;
|
||||
var view = Task.View;
|
||||
var collectActors = (view.Flags & ViewFlags.PhysicsDebug) != 0 || view.Mode == ViewMode.PhysicsColliders || (view.Flags & ViewFlags.LightsDebug) != 0;
|
||||
_debugDrawActors.Clear();
|
||||
foreach (var child in SceneGraphRoot.ChildNodes)
|
||||
{
|
||||
@@ -641,19 +641,17 @@ namespace FlaxEditor.Viewport
|
||||
}
|
||||
|
||||
// Draw physics debug
|
||||
if ((viewFlags & ViewFlags.PhysicsDebug) != 0)
|
||||
if ((view.Flags & ViewFlags.PhysicsDebug) != 0 || view.Mode == ViewMode.PhysicsColliders)
|
||||
{
|
||||
foreach (var actor in _debugDrawActors)
|
||||
{
|
||||
if (actor is Collider c && c.IsActiveInHierarchy)
|
||||
{
|
||||
DebugDraw.DrawColliderDebugPhysics(c, renderContext.View);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw lights debug
|
||||
if ((viewFlags & ViewFlags.LightsDebug) != 0)
|
||||
if ((view.Flags & ViewFlags.LightsDebug) != 0)
|
||||
{
|
||||
foreach (var actor in _debugDrawActors)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user