Often we need to see in runtime what components belong to some subsystem and define some sort of interface for it. Like rendering components.
Bounds, World Bounds, LocalTransform, ObjectToWorldTransform etc.
We can see in some separate systems that some query uses it and after 100500 clicks can collect info what components mandatory to rendering system. Or can read source of Entities Graphics.
What we want is a way to see and (group and/or filter) components in entity inspector by component purpose.
One image instead of 1000 words ![]()
some thing like this, aditionaly it will be great to sort those components in some developer meaningful way
like What to render first (RenderMesh), then where (LocalToWorld), then Material then material overrides then bounds etc.
So when we need to check rendering data on entity we can super fast see (filter) only components related to rendering subsystem
The same for Physics our custom logic and anything else.
And we can clearly see all purposes of that entity in project
Question: What UT have for us developers in that direction of entity inspector clarity? What plans, thoughts…
Thanks ![]()
