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I've been working a crazy amount of time on a game that relies heavily on the AnimationPlayer node. As I've gone through iteration after iteration of trying to organize the scene tree of the nodes that use the AnimationPlayer. During these attempts at organizing the scene tree, I find myself moving the AnimationPlayer nodes quite a lot. It has been a huge pain for me to move the AnimationPlayer, and recreate every keyframe for the specific Node it's been referencing every time I move the AnimationPlayer. I know the solution is simple: quit moving the AnimationPlayer around in the scene tree, but as a person who obsesses with having correct (or what I would deem as "correct") architecture, I find myself moving things around in the Scene hierarchy a lot.
Image above somewhat shows what I'm dealing with. The node that the keyframe group was assigned to gets completely lost after moving the AnimationPlayer node. The Node below that one is also incorrect after moving the AnimationPlayer, yet it still keeps the name of a node (not the same one it was referencing before the move).
Above is what would be nice, right click on the header for that keyframe group, which brings up a tooltip that lets you assign the node to a different node in the scene hierarchy.
I should mention, this may have already been addressed in a newer build of Godot, I've been using 3.5 for awhile as Godot 4 doesn't support C# just yet and C# just happens to be my favorite language. I've looked around in the source code for an admittedly short period of time seeing if I could implement it myself, but I haven't touched C++ in years and even when I did I was incredible at shooting myself in the foot with it.
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