Hey! I often have code that displays entity id via log or in-game.
But fiding corresponding entity in hierarchy (and in old entities debugger) means eyeballing the list of entities, as there is no search, and no order guarantee.
So, I would like to propose search by id to be added to the Hierarchy.
Are you on entities 0.50? Because you can search in the DOTS Hierarchy via entity fine.
The one gotcha is if you have named your entities you can no longer do this .
:shrug: I consider naming entities to be bad anyway. Can’t even remember the last time I did it. Should be looking at the data (components) not the entities.
GOs from subscenes are named automatically so … at least if you have the subscene open. If you close it they are just called Entity ID:Version
And I’m not sure about what could be bad about naming something. It’s culled from builds anyway AFAIK.
Another pain point is that entity ids from subscene conversion or CreateAdditional also don’t have the correct index. So naming something NPC_ID or AI_ID has the wrong id.
Yes, I’m on 0.50. TBT, I’m in the naming squad too If I can give thing a meaningful name, I’ll do it (and if I even can use it for logging / debugging - the better.
I can close the subscenes, yes, but then I’ll have even less info in the hierarchy, plus, when I need to search for the object it usually means I’m actively working on the scene containing it.
Another thing (probably have to report it separately though) is Prefabs. It’d be cool if they can be filtered out in the hierarchy.