Maybe it’s already possible but i don’t find it.
I think it could be great to have a button in the inspector which shows the metadata of the clicked mesh.
We could add or delete metadata and save them in the mesh using the inspector.
cc @carolhmj and @RaananW
@bvaisman it might be hard as they are fully untyped and it would only be raw JSON I guess
Yes you’re right, it could be only a big editable text input on an opening window.
I’m a little bit fed up with the console.log on my clicked meshes.
But maybe it’s not a good idea.
Thanks for you answer.
I don’t see a reason why we can’t display it, but I don’t think adding an editor is so trivial. What will we save? json? string? will the editor validate the JSON you provide?
What if you add a very complex object to the mesh’s metadata?
I don’t know exactly what happens if the JSON string is not valid. I thought that metadatas were only additional informations about meshes with no influence on their display. If it is, I mean that it does not matter if the JSON string is valid or not. Maybe, in a first step, you could add a message to prevent the user that the JSON string won’t be validated automatically.
the node’s metadata object can hold anything you want. not only primitives. It can be a different mesh, can be an object holding the entire scene, whatever you want it to be. We should probably be able to display it using some form of a serialization method (my assumption is that it will be a very simple json serialization, avoiding complex objects), but editing it is not an easy task.
Ok, if it is not trivial to edit it, and I really believe you, it could be displayed in a beautiful way, may be with the stringify function with parameters such as stringify(mymetadata,null,4).
I think that would be a good first step.
Sure, want to add an issue on the repository? you can reference this forum conversation to the featur request, and we’ll take it from there
And thanks for your answer.