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Add a search bar onto the list of potential resource types you can create in an export variable #11449

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JHDev2006 opened this issue Dec 30, 2024 · 1 comment

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@JHDev2006
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Describe the project you are working on

2D platformer with many customizable sprites, which requires various resources of varying types

Describe the problem or limitation you are having in your project

Basically, i can have various different aspects of my game change depending on certain parameters, these values and data are all defined in there own custom resources, however, being able to choose which new resource i want to create is absolutely awful, since i can have MANY different resource types (audio, textures, scenes, scripts, etc) i cannot simply have a filter on what i want, using export custom, as that also seems to have issues with quick loading and copy and pasting. (quick load ONLY lets me use .tres, no .png, .wav), therefore everytime i want to make a new resource, i have to go through the GIANT list of every single resource in godot, just to be able to find the specific one i want, which is super frustrating and REALLY not user friendly.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

being able to have a simple search bar at the top of the popup, which allows me to filter which ones i want, much like how it is when creating a new resource in the filesystem, would be SUPER helpful and really welcome into the editor, and would simply make the editor less cluttered overall.

Image

(this is awful and i dont like it!)

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

basically, just give us a search bar at the top of the popup window, which would allow us to type in which specific resource type we would want! which would then filter out any non name matching resource types! you could even have it so it can show child resource types by just typing the parent resource - (Texture2D = AtlasTexture, AnimatedTexture, ImageTexture) etc, etc

Image

If this enhancement will not be used often, can it be worked around with a few lines of script?

Dont think so, not too sure how pop ups in the inspector works, but its something that definitely should be included in the base editor

Is there a reason why this should be core and not an add-on in the asset library?

experiencing something like this, i guarrentee hasnt just been faced by me, i feel many other godot users would HEAVILY appreciate the use of this, and also just makes the editor less slow and cumbersome to use in certain aspects, which to me, have felt overlooked

@Makerk6
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Makerk6 commented Jan 1, 2025

Honnestly this could save me loads of times, surprised this isn't something already in godot, this would be SUPER helpful for me and many others !

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