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Objects in 3D or 2D editors should have to be selected before moving #431
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Here's a video of my prototype: Flaws in my implementation, there's an off by one in selecting. Edited: Shows in 3.2 stable too... So it's not a bug. Edited: The gizmos should override the selection hold. |
Here is the existing behaviour: |
I don't know a single usecase where a simple click should move anything in the editor.
May I ask what the purpose of this rule would be? I would much rather have:
and
The current implementation is a "universal handler". It allows a much faster workflow in top and side views compared to when you have to switch between tools for selection and movement. |
How would you solve this? When a developer wants to edit a potted plant in the 3d scene, they will often click the ground and move it. They would rather edit the shade of the potted plant to be a different colour.
This is the wrong behaviour. What I did in this prototype is, you must first select the object and then drag on it again to move it. After an object is selected, you can select more objects. The second click does the transform move.
This already exists, it's not reliable because of nested scenes. |
Another way of saying this is: There are two modes.
What you're saying makes sense. |
Once selected, there is a behaviour where clicking any object will deselect all objects and then pick the current object under the mouse. With selection and shift, clicking on an additional object will deselect it!? and then the behaviour for moving objects triggers. So it deselects and then moves the other members of the selection group. However you[r] mouse is still at the deselected object's x-y screen position. I got stuck here. Any suggestions? See the video. |
Left click select and drag should be left click select and drag. It's like that everywhere with (universal) multi tools. Leftclick select and leftclick select + drag are two different inputs. With one the user wants to only select, with the other the user has made up their mind they also want to move the object (provided they do this with the universal multi tool. Currently, neither seems to work for me: I gave up figuring out why and select objects in the scene tree and only move them with the gizmo arrows. Which sucks and is slow as fukc. |
Here is the comparison in Blender. https://www.youtube.com/watch?v=RWjlA7ggTXg&feature=youtu.be Notice that Godot Engine matches neither tool. This patch attempts to implement the [last] tool in the video from Blender. I think [that] tool is the functionality people expect. [Edited] I posted the wrong video. |
I didn't want to record Unity... Anyways, here's a video of the blender tool. https://youtu.be/kUlF6HkXPus |
Given the difficulty of changing defaults, I was thinking of adding a "transform" mode button that does this mode. |
What about adding a bit of hysteresis. When you click on something you often move the mouse a bit just coincidentally, if those small movements are disregarded for starting movement it might already help a lot. |
Still an issue in 3.2.4.rc4 this accidental displacement happens way too often. |
This was implemented by godotengine/godot#49310, closing. The exact implementation is different from the original proposal, but it fulfills the same need (in a way similar to Inkscape and Blender). |
Does the linked commit prevent unwanted drags? Because rect-select is not possible while dragging implicitly moves an object no matter If it's thresholded. |
It should prevent unwanted drags regardless of the node is previously selected or not. |
Describe the project you are working on:
Non-released project
Describe the problem or limitation you are having in your project:
The user experience of editing 3d objects in the scene is frustrating.
Describe how this feature / enhancement will help you overcome this problem or limitation:
When a developer wants to edit a potted plant in the 3d scene, they will often misclick the ground and move it directly.
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:
Behaviour before:
Behaviour after:
Here are some test cases. Please comment if they're in error.
Describe implementation detail for your proposal (in code), if possible:
https://github.com/fire/godot/tree/select_usability
A buggy prototype.
Not implemented yet, an editor setting to revert to current behaviour.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
No, the behaviour of the 3d editor cannot be modified through script.
Is there a reason why this should be core and not an add-on in the asset library?:
3d editing is a core feature.
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