Having debug code groups included in the editor testing but not at build would save a lot of time, for sure.
For example, you could check command line for a specific piece of string to enable debugging groups.
Then you only need to go to the properties of the mfa and place the command line there, that will only be used when running from inside Fusion.
Or you could detect it the exe running is Edrt.exe instead of the filename it should be when built.
You can also detect specific stuff from your computer so it only shows debug stuff for you, etc
One feature that I saw in code recently that I think would be great for expressions:
Having these operators inside expressions: == != <= >=
So we could check something without having extra events and conditions, it would return 0 or 1 (false / true)
I might try making a extension for this, it's nice now that DarkEdif can export Android and iOS as well
But it would be better to have it natively, so expressions would be a lot smaller and tighter than a extension can do.
Here's some examples.
This first one is completely automatic, it simply detects if you're running from Run inside Fusion, if you use Build & Run or double click the app EXE it will not be enabled.
This second one is kinda of automatic, but you can disable it and can be enabled during runtime by adding the command to the exe's shortcut.
It detects the command line, it checks for a specific command (in this case "debug")
The command line property of the MFA properties is only used from within Fusion, but you can create a shortcut to the exe and place the command line there if you want to.
I was doing some tests and discovered that Frame Effects will affect performance based on the window size (or monitor's resolution when fullscreen)
Originally I thought this affected any DX11 app independently from using shaders or not because of how different fullscreen is on DX11...
Anyway, for now I think I can convert shaders to be used on layers as a workaround (some will not work or look right on layers tho).
But would be nice if this got fixed.
Here's a EXE showing the issue, it depends on a lot of factors, but it's easy to notice when using a intensive shader, you can see how fps changes based on the window size:
(you can check the FPS with Fraps or something)
I hope that after 9 months of waiting, (practically a birthing) you will at least come out with an update that contains the possibility of flipping the active objects, is that right? :)