Set up scene graph in editor; Mesh distortion improvements; Start page tags; SDK updates.
The scene graph is really shaping up! Amazing work Scirra. Some questions I have:
1. Is there any intention to make it so you can select an entire hierarchy and move it as a single object somehow.
2. Could we have a way to name a hierarchy as a pseudo object and use it to clone multiple instances of that hierarchy, or a feature that performs that functionality?
The first step was to have something to be able to setup a hierarchy in the editor. We are planning for the editor to preview the connections just like the runtime does so in the future modifying a parent in the editor should make all of it's children follow accordingly.
We still got some more work to do, but I think that eventually we will get to the point were it will be possible to clone an entire hierarchy, both in the editor and the runtime. But as I said, that is still further down the line.
Thanks for the response, Diego!
That's all I wanted to know.
Nice! Being able to create instances of a pre-made hierarchy at runtime would be huge.
You already can move several objects as one with "Wrap selection" option.
That's only if they're in a container though.
You can use "Wrap selection" with any combination of objects, not just containers.
Interesting. I've never used that before.
The problem with that is normally a hierarchy will be a set of objects used in a much more complex scene. And wrapping selection does not save, so every time you want to move that set of objects, it's just selecting everything as per normal and instead of moving it right there and there, with the added step of hitting enter key.
Yeap that's right, and you can't have two objects of a kind in a container.