Matt Enad
Matt Enad
Hey I just ran into this same issue and wanted to mention that it's due to the limitations of CSS/HTML rendering. Unfortunately this package uses the CSS opacity property which...
Thanks for the detailed info! I tried your suggestion but unfortunately did not work, here's the test description I added:  And I selected the Godot version and hit save,...
@MatthieuG9 Should this be reopened? I think it became stale and was closed on Aug 13 which inadvertently closed #100 too possibly?
@MatthieuG9 Unfortunately I can't since I'm not a maintainer but I just merged your fix into [my fork](https://github.com/RobProductions/StellarUnityBuild) which can hopefully work for now if people need it sooner. Let...
I'd love to start thinking about this more seriously and maybe come up with a series of even more granular/practical steps for implementation in the Editor codebase itself. For a...
> It can reasonably serve as a proof-of-concept for this proposal. Thanks for the link! I've had a look through the code, but it seems like in order to utilize...
> Tough in what sense? Tough in the sense of what you mentioned above in regards to making "tool mode" work generically. It's true you could build the simulation steps...
> It's a matter of running scripts as if they were tool scripts so that things happen in the editor viewport as opposed to the runtime. That right there is...
> When the scene is being ran in "simulated live edit mode" which will be different function from the existing play button which starts a new runtime. > Having scripts...
> I understand that the remote scene tree seems like a natural place to start investigating/implementing things because it represents data from the runtime in the editor, so it seems...