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Exposing the built-in 3D gizmos to projects would mean increasing their development surface a lot, as we'd have to do things like:
On top of that, exposing them would also increase export templates' binary size (not by a huge amount, but still). Considering this, I don't think it's a good approach. If something like #7213 is implemented in a manner that allows for live editing, then gizmos would need to be accessible in a running project, but they could still be compiled in debug builds only. |
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Hello!
I am developing a game where users can add, remove and move 3D objects, similar to what is possible in an editor. I have created a basic 3D gizmo, but since Godot already includes a 3D Gizmo in the editor, I thought it might be more efficient to turn that into a Node.
Best,
timpni
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