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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.
The text was updated successfully, but these errors were encountered:
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.
The text was updated successfully, but these errors were encountered: