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by CreepGin 1000 days ago
The biggest problem for me in moving to Godot is the editor tooling. I find the @tool and EditorPlugin workflow to be very finicky. Editor restarts were needed to refresh/correct changes from @tool scripts. And a lot of what I needed to do in the scene view (context-free) required hacky solutions. Not to mention, they changed a lot of related APIs in Godot 4, most of what I google are still from Godot 3 and don't work in Godot 4 (no backward compatibility).

That said, I'm still enjoying Godot, the only fun part in the past week.

1 comments

It's made great progress in this regard since 3.x, and it's an an extremely powerful system, but dealing with some @tool intricacies can very quickly make you waste days trying to figure out what's going on. My greatest annoyance regrettably lies in one of Godot's most convenient features, custom resources, that are so extremely tedious to use with @export from the editor in any meaningful, useful way that I've personally given up on it for the time being, their lifecycles even avoiding _init() cross well beyond the bug behavior territory and GDscript permits no alternative approaches code-wise that aren't absolute monstrosities of jerryrigged variadic functions (not supported except for a few API calls resembling them) jumping one into another or endless walls of parameters you get lost into.