-
-
Notifications
You must be signed in to change notification settings - Fork 21k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Ability to declare groups #5744
Comments
Sounds like an excellent idea to me, someone please make it happen. |
Some small editor plugin I was working on that aims this need: https://www.youtube.com/watch?v=inBR5-071ko |
Perhaps just have a cache of user-defined groups and list them in a dropdown as users type out the name of the group they would like to add to a node? And have it filter as you type, similar to how the Add a Node dialogue filters out node types as you enter text? |
It would also relate to this PR #16502 |
I really need to stop duplicating this issue, check the second one for an idea of how can be done. |
Fixed by #16502. |
#16502 does not fix the issue, because it doesn't address project-wide declaration of groups. |
That's weird, what does it do then? In any case, if it's not implemented yet, this should be moved to a GIP on godot-proposals. |
Similar to physic layers, I would like to be able to pre-declare groups, so I can see the list when I want to add one to a node in the editor. Currently, I used groups in my project but to remember them I have to dig in the scenes where I used them, sometimes I make typos and loose time debugging this. Having a list would be handy (even more for non-coders) and reduce errors made in the editor.
I currently centralize group names in an auto-load script so I have auto-completion when writing code, but it's not very useful in the editor.
The text was updated successfully, but these errors were encountered: