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Move transform on top of inspector and always accessible #32
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I'm not sure it should be moved by default, but being open by default perhaps. Perhaps if fields in the inspector could be favorited instead? |
@Spartan322 well, it's the most common thing between many game engines. Transform is the most used properties, especially in 3D games. Put it somewhere in the middle/bottom part of the inspector makes it quite hard to use, especially, when you work on levels and UI. |
Sure, the issue is more that the inspector is designed in a way that inheritance is displayed in an ordered fashion, by default I don't really agree it should be set at the top by default because that ruins the organization of the inspector, least without user opt-in, say with favorited variables in the inspector. |
@Spartan322 it's an industrial standard for a rally good reason, which already described. I believe the majority of people do want a good UX out of the box for a basic game development. Favourites is a good idea, but it's for power users, rather than the majority. I don't get this "inspector organization" argument at all, as it's not good in the first place, because of this issue. |
I agree that it's the most basic feature relevant to EVERY SINGLE NODE and should never be on the bottom of the list. Each time I need it, it takes about 1–2 minutes to locate it in the inspector to place the item in a specific spot of the scene. Same, when I need to animate them. |
Describe the project you are working on
Describe the problem or limitation you are having in your project
Transform is the most frequently used parameters during game development. In Redot (Godot) inspector it situated in the bottom part of it and hidden by default. In some cases it's quite annoying to find it and change by hand. Unlike many other game engines
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It would be great to see transform placed always on top and open to edit by default.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
It's a common practice for many game engines to place transform on top of their inspector/details, because it's the most common property to change.
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