Closed aXu-AP closed 2 years ago
Maybe some day we'll get a better system than _get_property_list()...
It does take up large portion of this script just for the sake of hiding a few unnecessary variables 😄 . But it must be hard for Godot devs to thread the line between making export options versatile while simple to use. And I'm happy that they gave the option to do customizing to such degree with _get_property_list
. Inspector plugin being even more versatile option, but property list's advantage is being available even without turning any plugins on.
I'm hoping GDScript 2 in Godot 4 will get better support through the new attribute feature.
Unity has great inspector support through C#'s attributes (super easy and concise to use and extremely customizable).
I never really did get into Unity so I can't say alot about that... But following attributes (annotations I believe is the term for GDScript) would be good to have: @export_if(condition)
and @export_category("Group Name")
. I found some related proposals, maybe you want to 👍 them: godotengine/godot-proposals#1056, godotengine/godot-proposals#1255.
New proposal for modifying VCamera when object enters trigger area. Compared to #18 this has different approach:
Nothing
as one of the actions.My only question is, is VCameras folder right place for this? Or should it be directly in root (virtualcamera)? I'm not sure what is planned for VCameras folder, as there's currently only one type of VCamera.