Currently, you have to go click the tools to select them. It'd be nice to have keyboard shortcuts.
The simplest way to go about that is using the _input() function, which is the first function to receive inputs. It lets you consume input events by calling Viewport.set_input_as_handled().
You can use Shortcut resources or plain input event checks, either works.
Then, you mentioned the issue of keys clashing with the editor keys.
As far as I know, the plugin API doesn't let you register customizable shortcuts to the shortcut editor.
Currently, you have to go click the tools to select them. It'd be nice to have keyboard shortcuts.
The simplest way to go about that is using the _input() function, which is the first function to receive inputs. It lets you consume input events by calling
Viewport.set_input_as_handled()
.You can use
Shortcut
resources or plain input event checks, either works.Then, you mentioned the issue of keys clashing with the editor keys.
As far as I know, the plugin API doesn't let you register customizable shortcuts to the shortcut editor.
Until it does, you have workarounds like this one from a teammate to register to the project settings instead, which allows users to customize shortcuts in case there's a conflict with one of their shortcuts: https://github.com/godotengine/godot-proposals/issues/2024#issuecomment-1378782833
The code example uses serialized Shortcut resources but it works the same if you do it 100% in code.