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Godot UI Improvement Suggestions #19197
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I like all of them! Since it is the engine which rubs the editor multi window support apso benifits all the projects made with godot which i think is phenomenal! |
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@reduz I knew that the 4th was probably is not possible(too difficult) but it was sort of worth a shot. And I think the flexibility additions should atleast be to the options of what we can do. For now if not a separate window being able to maximise the shader and texture region tab will really help. I really don't like to type in the shader tab if the monitor is of small size like my laptop. And editing texture regions on huge sprite-sheets is a pain. I believe it would be fixed by some sort of texture splicing feature like in Unity but until then. And if the first and second are planned is there a release for which they might be in, probably in later releases of 3.1 or directly in 3.2, cause it's a real problem to be able to get separate windows and having to code and check the scene again and again, and it's almost makes the workflow unbearable if I am creating a tool script. Which like to do often. It can even be used on any monitor with enough screen real-estate. 2K and 4K monitors which are becoming quite common now will benefit and UHD ones to. @toger5 I am not familiar enough with the Godot internal API to give suggestions and even if I was I am still only learning C++. @reduz And also, another suggestion is the at least the ability to dock at all the places and for all items even the shader and texture region tabs if that will be easier. Although I don't know if that's the case so just asking.? |
reduz:
It does, and we should strive to keep it that way. But I believe for professional development, having >1 screen(s) is more common than not. Even for a laptop, it is common to hook it up to a second display. Currently, this is really limiting in Godot, there are multiple views for which this would be very nice:
Really happy to hear it is planned! Edit:
That sounds like a good stopgap solution to that issue. |
This would require a rewrite of a large part of the editor. Probably doable, but incredible amount of work for not so much benefit (well, i guess faster scene switching for large projects could be a benefit). You can still do this with live editing already anyway, so it's pretty low on the list of priorities.
Yes this should be relatively easy to do, we could force refresh to like, 1 second or something in the editor is not in focus and the game is running. |
I think the bottom panel needs a maximize button (and corresponding shortcut) you can toggle it to full-size and back, never really got around doing this, but should be super easy to do if anyone is in the mood |
If editing scenes side by side is too hard to make (or a mess, if you think of the scene tree docks) maybe a way to "apply changes to original scene" can be done for instanced scenes with editable children (like a prefab behavior), for a similar use. |
@eon-s not sure about that, because changes are local overrides in Godot. Changes to materials will go back to the original scene because they are shared, though. Still, again, you can do live editing and see how your changes look in real-time, so not quite sure why this is needed. |
Changing to the isolated scene to change adjust things, then going back to the main scene to see it, can be annoying to the point that may be faster to discard instance and re-save as scene and overwrite the old one. That scenario is something that can happen when fine tuning scenes to look right when placed on a level or when comparing many scenes that need to have some common defaults (can be props, pieces of UI, characters). |
That's something that I'd like to see as well...but currently all proposals are very "Unity-like", so how about that: We already have Local and Remote scene tree, everything is kept until a I proposed this like...2 years ago in #7169 But I don't know how to implement it. I even prototyped it ;-; |
Yeah, I was pretty sure about existing issues for each point. I wonder if this should be closed as a duplicate. I'll let @akien-mga decide. |
@reduz actually @mhilbrunner gives some very valid reasoning for being able to edit scenes side by side at: I agree live editing should be good enough workaround for now though. |
I agree with all the suggestions here except for running the game inside the editor (No. 4) as it seems it would need a hack to implement and it doesn't really provide much benefit and Live editing also requires having the non-running scene visible. One other thing that might be related to these suggestions is that when editing resources it is sometimes fiddly as to keeping the resource 'selected'. For example to edit a shader assigned to an object, I click on the object, then the material in the inspector, then edit shader. I make adjustments and then run the game to see results. If I accidentally select another object or maybe I need to edit something on another object, the selected shader becomes deselected and the Shader editor tab disappears. I then have to click the object and click to edit the shader again. When tweaking a shader or other resource types, this cycle repeats many many times. It would be nice if you could keep resources open as their own tab somehow. Then you would be able have multiple shaders open at once and they would stay open until you close them. Maybe there could be an icon that you can click on to promote a resource editor tab into a full tab that stays open. It kind of makes sense especially for resources that are their own files that you should be able to keep them open and keep many of them open at the same time. |
Since the godot editor uses the godot engine, couldn't having a game window be achieved by just instancing the root node of the game project within a viewport or something? It would need #20091 |
@Zephilinox yea thought about that too... everything would need to be a tool script though. you can play around with it already by creating a plugin and just adding a viewport which shows the image of a 3d camera of your scene. and make all the scripts tool scripts. |
I recently played with the opposite way: since my use case for this would just be to see the scene from different point of views as it runs, I simply made a tool that runs ingame and allows me to spawn additional viewports to see other parts of the scene as I play. Works fine without modifying the game, if event handling is done right :) |
I had no idea that the editor itself was based on the very engine it's for
(is it really? That seems almost... perverse for some reason). If that is
indeed the case, the idea of instancing the root node within the editor
seems like a very elegant solution.
…On Sun, Jul 15, 2018, 9:34 AM Marc ***@***.***> wrote:
I recently played with the opposite way: I made a tool that runs ingame
and allows me to spawn additional viewports to see other parts of the scene
as I play. Works fine if event handling is done right :)
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There's a pull request for in-editor playback, but it's considered hacky and was thus not merged (see the comments about editor stability). And yes, the Godot editor is technically a Godot game written in C++ 😃 |
It wasn't that it was called hacky, just that reduz was justifiably worried that a crash in the running game would crash the entire editor. If that issue could be solved, I bet reduz would be more open to the idea. |
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine. The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker. If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance! |
The is a suggestion post which I was wanting to make for some-time now.
Here are some ideas that I think that Godot should probably work on,
Godot can have the ability to pop out docks as windows. What I mean is I would love to be able to just snap out the Texture Region Tool and use it on a separate monitor or just make it full-screen to be able to use it more easily. Similarly, for Shader Editor.
Godot IDE/Script tab be able to be popped out to a separate window too, I really would like to have it on a different monitor if I have one. Especially helpful for Visual Scripting.
Godot docks to be more draggable and not just be using the fixed positioning system.
Godot should have a system like scene-view(2D/3D) and game-view(2D/3D) and just switch to game view when the play button is pressed and a separate window should not be required. This might be a challenge but the benefits make it worth it I believe,
Some benefits are:
Hope this helps with understanding the features required to make the Godot UI more Robust. And the game engine more user-friendly for newbies.
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