How to change immediate text display layer? Seems stuck at 64 #54
-
Hello, thanks for making this plugin! I just installed it today and I tried to draw a simple label, but it appeared below my HUD. My HUD CanvasLayer was on layer 100, so I reduced the number to compare. I found out that it is still over the immediate GUI at 64, but goes under it at 63. I searched source code for those numbers, to no avail. I don't see a setting to change it, and the priority parameter doesn't affect it (I think priority is more for ordering text). Is there a way I can tune the display layer of the text? Fortunately 64 is high enough, I can just put my HUD in the middle e.g. 32. But it's still be good to know in case I work on another project using high layer numbers. |
Beta Was this translation helpful? Give feedback.
Replies: 2 comments
-
Ah, I could confirm my hypothesis by inspecting the remote tree, where DebugDrawManager is on CanvasLayer 64: However, it's not an autoload singleton so I don't have direct access, but it shouldn't be too complicated to find that node and set CanvasLayer layer if needed. |
Beta Was this translation helpful? Give feedback.
-
You can use DebugDraw2D.custom_canvas on the desired layer. An example from the demo: DebugDraw2D.custom_canvas = %CustomCanvas if Input.is_key_pressed(KEY_ALT) else null Godot_v4.3-rc1_win64_Sv9dPbGBxZ.mp4I feel dumb, but I only thought about it after the previous part of the comment.. Just change lXtY1FwxBv.mp4 |
Beta Was this translation helpful? Give feedback.
You can use DebugDraw2D.custom_canvas on the desired layer.
An example from the demo:
Godot_v4.3-rc1_win64_Sv9dPbGBxZ.mp4
I feel dumb, but I only thought about it after the previous part of the comment..
Just change
layer
ofDebugDrawManager
:lXtY1FwxBv.mp4