godotengine / godotengine/godot
`CSGShape3D` with collision but no visuals do not show gizmo
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
Reproducible in 4.3.stable and 4.4.dev
### System information
Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
### Issue description
A `CSGShape3D` with `Use Collision` enabled, but set to invisible will not show any gizmos, as the gizmo visibility is linked to node visibility. This makes it impossible to visualize CSGs that are meant purely for collision purposes.

The expected behaviour would be for all `CSGShape3D` gizmos to remain on if _either_ the `Use Collision` property _or_ `Visible` property are true.
Note that this is a follow-up issue to a series of prior issues and fixes. You can find a summary of them here: #86699
### Steps to reproduce
- Make any `CSGShape3D` in any scene
- Enable its `Use Collision` property
- Toggle its `Visible` property.
- Note that the gizmo disappears when `Visible` is false.
### Minimal reproduction project (MRP)
N/A
Contributor guide
Research direction
Reproduce the issue in the Godot editor with a CSGShape3D, enabling Use Collision and toggling Visible. Review the related issue series in #86699 and trace the CSGShape3D gizmo visibility behavior; done means the gizmo remains visible when either Use Collision or Visible is enabled.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, godot
- Domain
- game-dev, tooling
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Clearly specified
- Newbie friendliness
- 50/100