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Okay I'll mention another thing after profiler that we were struggling with in Godot: making game UI. Situation should become slightly better with "Theme type v
by SXX 4y ago
Okay I'll mention another thing after profiler that we were struggling with in Godot: making game UI. Situation should become slightly better with "Theme type variations" implemented in version 3.5. It's little too late for us as we dont want to jump versions before release just for this single feature.
Both Unity and Unreal have built-in tools as well as a lot of alternative middleware to build user interfaces. A lot of these tools are simply much more powerful compared to what Godot has to offer. And yeah this is not about features since even using current Godot system you can implement almost anything, but with Godot it's will take 2-3x more time.
Like there are bunch of issues with Godot UI and input handling:
* It is impossible (is it?) to set 3-5 different pairs of fonts plus colors for a few groups of controls. It's so much harder than using CSS in webdev.
* It not obvious what and why eat or blocked input. There is no visual debugger for that, only ugly text field hidden in depths of editor.
* MarginContainer use theme overrides and it breaks WYSIWYG. And there few more things I dont recall that have similar issues.
* And if you use Theme files it's required to reload the engine in order to apply changes.
Keep in mind it apply to 3.4 only since I haven't worked with 4.0 enough yet. Hopefully at least some of these are fixed in 4.x.
PS: Also there is a chance that Godot is not at fault and it's just us not being able to figure it out or that we missed something in docs. Yet this is the problems we struggled with the most while building UI for our game.