Hi!
I noticed that, occasionally, you need to group up GUI elements under a common transform and don’t necessarily have a “background box node” to parent everything to it. In these cases, it would be useful if Defold had some sort of “empty” non-renderable GUI node type (like a component-less game object) or some way to disable rendering for a certain node. In these cases, I just used a transparent box node, but it feels like that’s just a waste of draw calls.
I remember the lack of a grouping-only GUI node was pretty confusing at the beginning when I started working in Defold.
Another use case I had for transparent box nodes was for a case when I had these buttons where the button graphic didn’t coincide with their hitbox, so I had to make a transparent box node just to call gui.pick_node()
on it (doing the picking math manually would have been really complicated in that scene). Again, a waste of a draw call and fill rate.
I’ve noticed that gui.pick_node()
still works when the node is disabled, so that could solve the problem for the second use case, but for the first use case, it would be cool if we could disable just the rendering of a node (without affecting its children) or have an empty node-type.
Is this an isolated need of mine? Am I not approaching things right? Should this be a feature request?