All the weird things with godot #4582
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I actually proposed a solution for "7) No shortcut to open the help page of a native function (?)" two days ago without being aware of this. As for the rest, I've got a bunch of stuff once I'm more awake to tidy it up. ("1) Position of "Asset library" button." and "2) How the asset library opens" are part of a bigger problem with how the two tab bars and the de facto tab bar that is the script sidebar interact that I was going to title "Inconsistencies in Godot UI impede forming an intuitive navigation model".) As a preview, I found it extremely confusing and disorienting that opening Help is treated as viewing another script within the same node, rather than as a separate "app" the way it would be with gVim/Gedit/Kate/etc. vs. Firefox/Chrome, be it "app" in the Godot sense of the 2D vs. 3D vs. Script vs. AssetLib feeling like an analogue to the desktop taskbar or in the "KDE Konqueror with KPart-based preview" sense of opening a new tab in the lower tab bar... especially when the rules for whether switching node tabs while in Script view updates what you're looking at are so difficult to intuitively figure out. |
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Things have been messy and distracting and I haven't had time to do a proper analysis to get to the root of what I noticed and propose solutions, so, to make sure people can get some benefit out of what I wrote, even if it may have misidentified the causes, here's the "talk to the page to get the thoughts flowing" draft/scraps I had. It's partly a raw "in the moment" experiential user story (the lower part) and partly a half-done attempt to drill down into why I reacted the way I did and how that relates to UI design principles and conventions (the barely started top parts), so please recognize that I'm not arguing for a specific solution or even being certain that I've identified the problems correctly... just sharing my first impulsive reactions in case the insight might be useful to someone.
If I had to TL;DR it down to a single sentence, navigation within the Godot UI is distressingly inconsistent. |
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Godot version
3.4.2 stable
System information
Windows 10
Issue description
This is an exhaustive list of counter-intuitive things with Godot UI. It will grow with time.
The kind of things that confuse the newcomer and make them hate Godot before they even get to like it.
The kind of things that smell like "Blender UI" before they fixed it (if you remember the old days)
Fix it or not, I don't care, but don't say that no one warned you :
1) Position of "Asset library" button.
the asset library button is next to the "View" buttons (2D, 3D, Script).
Conceptually, those other buttons are meant to let the user choose under which "perspective" they want to see the asset (most often, the scene) currently open: Do they want to see it as a 2D thingy? A 3D thingy? A text? etc.
And then there's the Asset Lib button, which has nothing to do with any of that. the Asset library button is meant (conceptually) to be used on a global level and applies to the whole project.
So why is it hidden there? Why is it not with the project settings? Or above the FileSystem panel? Or in the top menu? Etc. Mystery.
2) How the asset library opens
The asset library appears in a tab, but... Not in its own tab.
It steals the tab of whatever asset was currently open.
Worse, it does not rename the tab. It still seems like my asset is open but the tab wears its name, except it now displays a list of assets to download instead.
Now I can't close the asset library without closing my own asset. I have to do the awkward thing of remembering how I was currently displaying my asset (2D? 3D? script?) and click on the corresponding button to bring it back how it was.
Shoo! Get your own tab, asset library!
2bis) How literally anything opens
Everything and anything steals your currently-open tab. Including the help! Absolutely maddening.
3) When a new scene is created, it's not really created
So I go to the FileSystem panel and right-click on a folder, then "new scene". A popup appears to let me enter the name. I click OK.
Aaaand... the scene has not been created?
I mean : Nothing changed on the screen. Nothing appeared in the folder (!). And no new tab appeared.
Upon closer inspection, the tab that was currently open is now titled "empty". What the hell does that mean.
As you've understood by now, I'm acting naive, but no one (and I mean, no one) could guess that you're now supposed to create a root node before you can even save the scene and see it appear in its folder. For any normal human being, if you click "OK" then the scene is supposed to have been somehow created.
At least, make the new scene appear in its own tab instead of stealing the tab currently open (it looks extra awkward if you were currently displaying the Assets library!)
4) How do I close a project?
In every app in the world, in the top menu, the leftmost menu is for the app itself -- or at least the main, biggest entity (usually, the project). Then you have other menus, more to the right, for other smaller things.
Not in Godot : The scene is leftmost and the project comes second.
So when you want to close the project, it becomes awkward. If you're a beginner then you need to remember that the "Scene" is not the boss here. It's not your project. The project is your project. And even when you click on that menu, there's no "Close" entry. It's awkwardly named "Exit".
5) Rename : Never the same number of clicks
6) Clicking outside of a dropdown menu actually does click
7) No shortcut to open the help page of a native function (?)
8) No shortcut to teleport to function definition
9) There is no "Edit" menu
Don't tell me you've outgrown the Edit menu. Even the bleeding-edge Visual Studio Code has it.
10) The "navigate back" and "navigate forward" buttons are hidden.
11) It's very hard to see what just got cancelled with Ctrl+Z
The console says stuff like "set margin_top" but it doesn't say on which node. And there's not brief visual flash on the property which value just changed.
This makes the "repeatedly press Ctrl+Z/Ctrl+Y to decide if we like the last change" workflow quite dangerous.
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