Bring Curve2D editing plugin to exported variables in any custom nodes #3997
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I'd say this is a major limitation with editor plugins in general. Or rather, those plugins that require Godot's canvas item editor. The same issue is present with For example, a |
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The question is - how difficult it is to reuse it, considering that the functionality is already there. |
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Had the same need and came up with this workaround in my custom node plugin that works well enough for a smooth workflow. It creates a Path2D on the fly (I use the method to add other nodes like collision etc. too) and adds a listener on changes to the curve.
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Hello everyone.
There is a great built-in addon for editing Curve2D (think of bezier curves) in the editor: https://github.com/godotengine/godot/blob/master/editor/plugins/path_2d_editor_plugin.cpp

But this plugin works only on the Path2D node. If the user exports a Curve2D variable in their custom node, the editing functionality is not there:
If the plugin is already there, why not to enable it for any Curve2D exported variable?
Currently I have to create a temporal Path2D node just for editing a curve, saving it into a file resource and loading back into my node, because it's impossible to edit it on the node itself.
Imagine if you have something like this:
And you need to create a separate special node just to edit this value before loading it back into your exported variable every time you need to adjust it in the editor.
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