Godot-proposals: Obsolete 2D, 3D, Script, Assetlib and MainWindow in favor of dockable tabs like Unity Engine

Created on 25 Nov 2020  路  5Comments  路  Source: godotengine/godot-proposals

Describe the project you are working on:
Sprite Editor

Describe the problem or limitation you are having in your project:
Not related to the issue

Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Make center panel obsolete in favour of true dock system. and resource/node based editors like what unity does

This allows developers more control over what their workspace looks like.

  • Want to have 2d window docked on above and 3d window docked below?
  • Want to drag the inspector tab over to main window?
  • Want to resize a side panel so its bigger then the 2d or 3d viewport?
  • Want to have tab based scripts windows so you can use the whole horizontal space to code?

All of these can be achieved with a true docking system.
you would literally be able to dock panels in panels in panels

This would get rid of the need to have dock buttons on panels because you could literally drag and drop it anywhere beside anything.

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
Basicly the editor would have 5 dockable area's

  • center
  • top
  • bottom
  • left
  • right

You would be able to enable panels through a view menu and dock them in each area or have them floating.
Each tab would additionally have these 4 areas where you could dock things to split it regardless of weather its docked or floating...

  • top
  • bottom
  • left
  • right

A script editor is opened by clicking on a script or a existing script tab.
2d a 3d scenes would be abstracted away into a scene view control with a 2d and 3d toggle tool mode similar to unity.
The asset lib would be relocated under the project menu.

Each of these panels would be resizeable to 0 or the whole editor size and both x and y axis
When they become hidden due to resizing them too big or small they would need to be enabled again through the view menu

Plugins would then be made to support opening custom editors when a Node or Resource is selected
Resources would probably require a double click

If this enhancement will not be used often, can it be worked around with a few lines of script?:
I can guarantee this system would be used more because its mostly the same system its just more flexible.
Also it can't be worked around without redesigning the whole editor with plugins

Is there a reason why this should be core and not an add-on in the asset library?:
Its much more customizable

editor

Most helpful comment

I wasn't sure, that's why I said "or" :P
At any rate, it's good to have a link to related issues.

All 5 comments

Just look up how unity3d editor tabs work

It's easy to say "just do it the same way as that other thing looks", but this requires actual practical proposed solution and research into the matter. This proposal provides neither. We all have our wishes about UX of the editor, but we need concrete suggestions, not vague ideas. Sorry.

I edited the original post

Duplicate or related to #1508 ?

@Zireael07
They are related but not a duplicate .
Mine add more to the table then his suggestion

I wasn't sure, that's why I said "or" :P
At any rate, it's good to have a link to related issues.

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