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AsyncSceneInheritOutline
doesn't propagate outline component removal.
#34
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The computed outline is propagated down the hierarchy from entities that match the query The real issue for you is that adding |
Instead of adding and removing the bundle, I would just hide the outline. |
Discussed in #32, but I don't really want to add outline components to every entity that might ever have an outline when only one entity will ever be outlined at any given time. For my use case, this does not seem ergonomic. But because that seems to be the intended way to use this library, I don't really consider this a bug. Maybe just a documentation issue. Feel free to close. |
I personally add it to all entities I want to outline. Like I add |
The potential effects of archetype fragmentation are more interesting to me. In my application, removing or adding an outline is something that would happen to at most one entity in a single frame, so tiny perf optimizations for things that happen when enabling or disabling an outline don't seem worth thinking about. Would love to benchmark / stress test some scenarios but I can't be bothered because I don't think it will ever matter on my end. |
Rather than add
OutlineBundle
to every type of entity in my app that might at some point be outlined, I was attempting to just add and remove the outline bundle on demand.This works great if I'm manually traversing the hierarchy and operating on the meshe(s) in the scene, but not with
AsyncSceneInheritOutline
. WithAsyncSceneInheritOutline
, the outline remains on the entity. The removal isn't propagated to the mesh entities in the scene.The text was updated successfully, but these errors were encountered: