View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0019092||AI War 2||[All Projects] Suggestion||May 3, 2017 8:19 pm||Feb 15, 2018 4:25 pm|
|Product Version||0.122 Ship Batch 3 of 7: 14 Ships!|
|Fixed in Version||0.707|
|Summary||0019092: Wormhole name not visible under ship icons|
|Description||I built a big fleet and put it right next to a wormhole. The icons of the ship made the planet name unreadable. I feel like it would be better to make sure the wormhole name was visible.|
|Tags||No tags attached.|
May 3, 2017 8:19 pm
Wormhole name not visible under icons.jpg (446,646 bytes)
This is basically by design -- it's doing proper depth sorting, etc, since otherwise it looks pretty odd or can get in the way of seeing things depending on your view angle.
But being able to see it pop to the front when holding Ctrl or something (since that's the interact with wormholes button) would make sense, I think.
||I think having Ctrl make the names pop over my fleet would be a fine solution.|
||This is one of those "quality of life" improvements that would be really nice before early access goes out.|
||I'm having trouble figuring out how to actually make a wormhole name be the "Highest thing" in the visual stack (so it will go over icons, etc). Any advice?|
That's not really possible, at present. It's a 3D object being drawn like any other 3D object, and it's located where it's located. In the shader for it, I could turn off z depth checking and z writing, but there's still no guarantee it would be shown absolutely on top. There's also another approach where we fake add a certain amount of z offset in the shader, or switch this to a different shader batch queue, like overlay, which I don't think I'm using at the moment. A more extreme solution would be to use a secondary camera, which is both easier but also more resource-wasteful. In that case we'd just switch the layer of the gameobject of the text, and have two separate layers that are drawn by different cameras.
Now, that secondary "extreme" solution would be a heck of a lot more flexible and future-proof, as well as letting us "pull things in front of everything else except the GUI" whenever we felt like it just by changing the layer of the object. That would probably have some general usefulness for us and for modders, so the extra expense of the second camera layer is probably worth it. That extra expense, on new hardware, is honestly unlikely make people drop even a single fps, so "expense" is relative.
||There are a couple places where we need to put one layer explicitly over another (for example, tooltips from the resource bar should hover over the right hand sidebar as well).|
||The GUI is a different beast, because it's not operating in camera space at all, but rather is in ui overlay space. So that would work differently, but Keith would have notes on how to do that.|
* If you are holding down Ctrl (or whatever button is configured to send you through wormholes on left-click), then the wormhole names now pop forward above everything else for you to view them.
** As part of this, there's new code demonstrating that any unity GameObject that is set to have its layer as 24 will now be drawn by a new overlay camera that is higher than everything but the GUI.
|May 3, 2017 8:19 pm||BadgerBadger||New Issue|
|May 3, 2017 8:19 pm||BadgerBadger||File Added: Wormhole name not visible under icons.jpg|
|May 4, 2017 9:53 am||x4000Bughunter||Note Added: 0046106|
|May 4, 2017 10:03 am||BadgerBadger||Note Added: 0046109|
|May 19, 2017 7:53 pm||BadgerBadger||Note Added: 0046189|
|Jun 19, 2017 8:58 pm||x4000Bughunter||Assigned To||=> x4000Bughunter|
|Jun 19, 2017 8:58 pm||x4000Bughunter||Status||new => assigned|
|Dec 22, 2017 10:07 pm||BadgerBadger||Assigned To||x4000Bughunter => BadgerBadger|
|Feb 1, 2018 10:33 am||BadgerBadger||Note Added: 0046812|
|Feb 1, 2018 11:17 am||x4000Bughunter||Note Added: 0046813|
|Feb 1, 2018 11:58 am||BadgerBadger||Note Added: 0046814|
|Feb 1, 2018 12:31 pm||x4000Bughunter||Note Added: 0046816|
|Feb 2, 2018 11:59 am||x4000Bughunter||Assigned To||BadgerBadger => x4000Bughunter|
|Feb 15, 2018 4:25 pm||x4000Bughunter||Status||assigned => resolved|
|Feb 15, 2018 4:25 pm||x4000Bughunter||Resolution||open => fixed|
|Feb 15, 2018 4:25 pm||x4000Bughunter||Fixed in Version||=> 0.707|
|Feb 15, 2018 4:25 pm||x4000Bughunter||Note Added: 0046988|