Replies: 3 comments 1 reply
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2nding this. On a few different engines I've used, they ran it with this feature. Helps with copying and pasting between scenes, but more importantly for having zoos and creating approved sets of assets for a particular environment |
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This would be a great addition, I hope to see this past the ideas phase. |
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The feature to have multiple viewports for editing has been discussed in the team that's working on the new Prefab system. Since the original editor is fully centered around a single viewport there's a lot of work that still needs to happen. A big one has been multiple viewport support in Atom, which we have. The next technical hurdle is removing the Entity Context EBuses as they limit flexibility and replace them with an Entity Context in AzFramework::Scene. @sconel or @monroegm can maybe talk to the status of that. Beyond that there's of course more work to be done on adding support to the editor itself and addressing issues with singleton components. The main driver for this feature has been the ability to do side-by-side comparison. For instance to have one prefab build with network support in one view and another view where the same prefab is build without network support so tweaks for various network latency scenarios can be made. The suggestion @arvinmoses posted is another great example of why this feature is needed. Would @Amzn-Roby and I would love to see other scenarios as well, so post them here if you can think of any more. |
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Is your feature request related to a problem? Please describe.
Today, users can only work on one level or asset at a time, which limits workflows that rely on asset dependencies and making changes to components that may be reflected in other levels.
Describe the solution you'd like
Multi-viewport editing would make it possible to open multiple levels and prefabs at the same time with different viewports so that changes could be made and propagate between the open views.
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