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Allow more Editor UI elements to be hidden. #8571

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ryevdokimov opened this issue Dec 2, 2023 · 10 comments
Closed

Allow more Editor UI elements to be hidden. #8571

ryevdokimov opened this issue Dec 2, 2023 · 10 comments

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@ryevdokimov
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Describe the project you are working on

N/A

Describe the problem or limitation you are having in your project

Title

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

The Godot editor itself can be a useful prototyping tool outside game development that doesn't necessarily need something externally ran. It would be nice to allow users to hide even more UI elements to reduce misclicks and clutter.

image

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

Add more stuff here, and possibly expose it to scripting as well.

image

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 fundamental change to the editor's core.

@passivestar
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Hi, if it's possible I'd like the options to disable these, thanks!

gd

@AThousandShips
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Hi, if it's possible I'd like the options to disable these, thanks!

Those seem far too many to do this for, too many points of failure and too much detail and setting clutter IMO

@YuriSizov
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I think all elements highlighted here are core to the user experience and there is no good reason to add extra options to hide them. If you for some reason don't need them, you can make an editor plugin that hides them.

@ryevdokimov
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I think all elements highlighted here are core to the user experience and there is no good reason to add extra options to hide them. If you for some reason don't need them, you can make an editor plugin that hides them.

Hi Yuri, I will investigate creating a plugin and will then close this issue. Thanks.

@RedMser
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RedMser commented Dec 2, 2023

possibly expose it to scripting as well.

You can already use scripting to work with feature profiles. See the EditorFeatureProfile class, as well as the API added by godotengine/godot#74382

For anything else, you can always dig into the UI via EditorPlugin like mentioned and manually hide the nodes you don't want.

I think the main use case of features should be disabling entire "workflows" and all UI associated with them. Not specific UI elements like the play/stop buttons, or the headers of docks.

@passivestar
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you can make an editor plugin

@YuriSizov we can, but it seems to be a bit of an uphill battle until editor nodes get names so we can easily find them. And global addons arent a thing yet either, this addon will have to be copied into every project

@AThousandShips
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Those sounds all like reasons to not do this but do those instead of a stopgap solution here

@ryevdokimov
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ryevdokimov commented Dec 2, 2023

Those sounds all like reasons to not do this but do those instead of a stopgap solution here

Agreed. If it is made easier to hide all these UI elements via plugins that would be fine. Closing this issue.

@YuriSizov
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@passivestar Yeah, I know I know 😭 While I can't promise you global plugins just yet, naming more key nodes in the editor tree is definitely something I want to do soon. Maybe even have a way to get a direct reference rather than rely on tree wrangling all the way.

@ryevdokimov
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ryevdokimov commented Dec 2, 2023

In the meantime, this plugin referenced in #1018 was incredibly helpful to accomplish what I needed.

https://github.com/Zylann/godot_editor_debugger_plugin

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