The scene view gets crowded once a scene holds many behaviors,
colliders and tilemaps. A new eye button in the topbar opens a list of
all placeable asset kinds, and each row has toggles for what the scene
view draws for that kind.
- The popup lists all 9 placeable kinds from Behavior to Tilemap, with
the columns Symbol, Name and Shape. It stays open while switching.
- Sprite, Text and Tilemap draw no symbol, so their symbol toggle is
greyed out. Their name toggle shows a new centred name tag, which is
off by default.
- Shape exists for Collider and Tilemap. A hidden collider outline is
neither drawn nor clickable. A hidden tilemap shape removes the
collision outlines and the paint tint, the tiles stay visible.
- A hidden symbol takes no slot in the ring and draws no dashed link to
its parent. A name that stays on moves to the centre of the object.
- The setting lives in the project as `sceneVisibility`, not in
localStorage. Older projects load with the defaults, which match the
view as it was.
- Switching has no undo step, like the game scale. It only changes the
view. A change made during Play survives Stop.
- The rules sit in `src/core/model/sceneVisibility.ts`, the popup in
`src/editor/panels/SceneVisibilityPopup.ts`. Four new SVG icons.
Not covered by a check: symbol off with name on for a kind with a
symbol, Text and Tilemap with names, and the paint tint with shape off.
Tests:
- ./check.sh: 173 files, 2515 tests, CHECK EXIT 0
- e2e 46: ALL PASSED, 17 checks. 46g clicks the popup, lays a small
tilemap over the crate and removes it again.
- e2e 8 alone on a fresh seed: ALL PASSED, 23 checks. A red check in
the partial run 2,8,46 came from the module selection.
- 8 new unit tests in tests/editor/scene-visibility.test.ts.
- 4 counter-probes, each fails its test: load ignores the saved value,
Play skips the saved model, scene view ignores collider shape, scene
view ignores tilemap shape.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>