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Allow the user to export custom Resource subclasses in the editor. #4450

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uzkbwza opened this issue Apr 26, 2022 · 1 comment
Closed

Allow the user to export custom Resource subclasses in the editor. #4450

uzkbwza opened this issue Apr 26, 2022 · 1 comment

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@uzkbwza
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uzkbwza commented Apr 26, 2022

Describe the project you are working on

Multiple projects, all of which rely on Resources for shared & serializable data.

Describe the problem or limitation you are having in your project

The incredibly powerful feature to define and export custom resources is hidden behind an enormous UX failure - the user must scroll through an often giant list of every resource that shares the same parent class, because you cannot export your own subclass directly. This is not a problem for any built-in Resource types. For example, here is what you do to export and create a new CurveTexture:

godot_1Y7pZcJUf6.mp4

And this is what the user must do if they wish to export their own Resource subtype

Godot_v4.0-alpha5_win64_EVrkfeyg7L.mp4

Describe the feature / enhancement and how it helps to overcome the problem or limitation

Allow the user to export custom Resources directly.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Exporting a custom Resource would function identically to exporting a built-in Resource.

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?

This is a UI/UX problem inherent to Godot's editor and will potentially affect any project that uses custom resources. Add-ons are meant to provide additional functionality, not to fix broken features.

@Calinou
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Calinou commented Apr 26, 2022

Duplicate of #18.

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