Godot’s 3D Workflow Issues, Inconsistencies, and Confusion: After 4 years talking only positive things about Godot and sharing many of my own projects made with it, it's time to show some of the bad things #godotenginealfredbaudisch.com/blog/gamedev/g…
Three of the issues listed here are solved in Godot 4 - I just tried alpha12 🎉! Post updated with instructions.
Four of the things listed are not a problem with Godot 4! 🎉🎉
SIX of the things listed here are gone or partially gone with Godot 4 🎉🎉🎉🎉🎉🎉 (a hat for each thing). Updated article with findings again.
Unfortunately, one of my biggest annoyances w/ Godot, persists w/ 4, ESPECIALLY when making UIs. Even in my course I fought a lot w/ this. Coding in the Script editor -> Click nodes to inspect them, it goes back to the 2D Viewport and you have to keep switching tabs ALL the time.
ESPECIALLY ANNOYING when making UIs? Because w/ the kind of UI I make w/ Godot (responsive & complex), u have huge Node Tree where u have to constantly get Node Paths & change things in the Inspector while coding. Godot switches viewports everytime I click a Node. Feel my anger:
BRB I'll try to find this in the codebase 👀 - maybe there's even a flag somewhere "switch viewports when clicking nodes".
It was easy to find. Now let's change the behaviour of it.
Ridiculously easy to debug the Editor itself with visual breakpoints. I should've done this 4 years ago when I started getting frustrated with the click Node behaviour, LOL.
I solved it. No more viewport switching when clicking Nodes if the Script Editor is opened (and I learned by reading the code that "viewports" are actually called "EditorPlugins"). Years of suffering solved in 30min of code investigation #godotengine
I wonder if I add a Editor Preferences boolean for that it would be accepted as a PR for 4.0? Since it's now feature freeze, I don't know if it would be accepted? @Akien