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Deprecate directional light useInCSM and add "primary light" option in scene renderer setting

Open MichaelEstes opened this issue 1 year ago â€ĸ 3 comments

Summary

References

closes #9580

QA Steps

MichaelEstes avatar Jan 09 '24 21:01 MichaelEstes

Would love to get this in if you can fix the conflicts when you're available.

DanielBelmes avatar Feb 03 '24 01:02 DanielBelmes

Would love to get this in if you can fix the conflicts when you're available.

This will break shadows for all our scenes, so we'll need to do it at a time that makes sense.

Otherwise, we could add a migration utility.

HexaField avatar Feb 03 '24 03:02 HexaField

Would love to get this in if you can fix the conflicts when you're available.

This will break shadows for all our scenes, so we'll need to do it at a time that makes sense.

Otherwise, we could add a migration utility.

Migration utility would be nice. It could live in the /studio page and it can parse all scene json in a project and apply a specific migration? We're gonna need something like a "recipe." It needs to detect the discrepancy and then find a solution for it.

We can also do a migration commit and hope people resave their scenes and remove that logic at a later release.

We can also detect the issue and instruct in the studio to fix it.

DanielBelmes avatar Feb 03 '24 03:02 DanielBelmes

@MichaelEstes @DanielBelmes let's get this PR updated with the latest dev, i think we can easily add a migration script:

in SceneState.loadScene where our other migrations are, we should be able to very easily find the first directional light in the scene that has useInCSM enabled, and set the primaryLight value to that entity

HexaField avatar Apr 01 '24 23:04 HexaField