Does anyone know how I can make a custom gizmo become visible in debug mode?
The gizmo is a EditorNode3DGizmo made of line segments. I would like it to be visible when I run it in debug similar to collision shapes/raycasts with 'Visible Collision Shapes' enabled.
GreatOdds
Did some digging through the source. It seems the collisions shapes seen in debug mode are not the same as the editor gizmos. Instead, the collision object gets the debug mesh of the collision shape and adds it to the scene if 'Visible Collision Shapes' is set and the game is not running in the editor.