CookieBadger / assetplacer-docs

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[Request]: Override current item at placement when snapping #16

Open maxime4000 opened 7 months ago

maxime4000 commented 7 months ago

Said I have a road segment and have grass segment, I don't want a road and a grass tile on the "tile". Would be nice if there was a toggle or something similar that would delete the node of the override asset.

Exemple: Let's said I have a 3x3 grass tile. I want to put a road tile in the middle (at position [1, 1]). It would be nice if there was a feature that would delete/replace the node at [1, 1] with the selected asset.

CookieBadger commented 7 months ago

Interesting suggestion. I am not sure if using a GridMap for this use case would be a more effective solution, as far as I am aware it behaves this way.

maxime4000 commented 7 months ago

From my perspective, when you are placing multiple assets with snapping, if you drag over item already been place, sometimes it said you already have something at this position, sometimes it's not happening. I have multiple road segments and it is happening with those, but I also have "sidewalk" tile and this doesn't trigger that. That being said, the sidewalk are a bit lifted, thus not exactly the same as road.

CookieBadger commented 7 months ago

It only detects the instances of the same asset, since you might want e.g. a floor tile and a lantern at the same position.

maxime4000 commented 7 months ago

Understandable, I'm learning how to build 3D environment, so my suggestion might not be realistic. I got some tiles that was wrongly put at the same position of an other tiles and they were displaying both assets one on the other and deleting the wrong one was a bit tedious. That why I'm asking for a toggle so you wouldn't have to delete manually the undesired asset, it would be done when the assets snapping is done. Undo would revert the changes.

If it's not possible or complex conditions, don't bother it's a nice to have.

CookieBadger commented 7 months ago

I do appreciate your suggestions, and when I'll be once again expanding more on the plugin, rest assured that I will think about them more thoroughly. Previously people have suggested something like a "remove tool" for this case, that would allow to remove some assets specifically at certain locations, but your ideas give me a different perspective. However what you are suggesting calls for something that goes more into the direction of a tile engine, and I am doubtful about whether this is what the AssetPlacer is supposed to be.

maxime4000 commented 7 months ago

I see AssetPlacer as a tool that simplified 3D scene building. For my game, I want to make a 2.5D game. So placing assets like they are tiles is what I am looking for right now. Snapping seam like what I will be using the most, but that doesn't mean I won't use the other features too. Right now I'm creating a ground but "tomorrow" I will be placing assets in ways that add obstacles for gameplay or add visual context to the environment. I will be exploring the other use case of the tools soon and thus will be suggesting ideas or issues I encounter when there is more that could be added.

Quick review: I like the tool and definitely think Godot should have this integrated into the editor. So you did a great job in filling the need for this type of tools in the engine.