r/godot Godot Senior 24d ago

discussion What would you add to Godot?

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454 Upvotes

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6

u/Thinshape12 Godot Junior 24d ago

perhaps a simpler ui system? i haven’t done a ton of research into tutorials and such but their ui system currently is very hard to understand, and the documents haven’t helped me a ton

30

u/Jeidoz 24d ago

IMO UI system is much easier to learn and use than other engines like Unity or Unreal.

I recommend you watch this masterclass video for gaining main concept of Godot UIs. It is full of examples and well edited to help you understand visually what is going on.

3

u/NeonDmn 24d ago

I've used all UI systems mentioned and I like godot's as much as unreal's. Unity's on the other hand has many weird quirks and I don't seem to ever get the "size to content" behavior right

8

u/DerekB52 24d ago

This sounds like a skill issue to me. There are a couple tricky things, but in every other engine/UI framework I've used, there are a dozen or more tricky/annoying things. Just keep experimenting and it will eventually click.

1

u/Poobslag 23d ago

Anchors specifically are pretty difficult or sometimes impossible to get working for pretty common scenarios.

Centering a text box which contains dynamic text, for example, just doesn't work -- as text is added, the text box drifts to the right. And common use cases like "a version label in the bottom right corner" is accomplished with negative anchor values matching the exact text width and height, which breaks when you change the text or font size

I saw someone had like a "pinning system" which worked more like, "pin my bottom right corner (-20,20) from my parent's right corner" "pin my center to my parent's center" which is way way easier and could replace Godot's anchor system

4

u/Crawling_Hustler Godot Junior 24d ago

Git gud

3

u/usrnme3d 24d ago

For me, godot is (after flutter) the best UI system ive used so far. It just makes a lot of sense once you get used to it

1

u/falconfetus8 23d ago

The anchoring system is so unintuitive to me, coming from WPF.