Made it partway through a more complex Godot tutorial and I'm getting hung up on the UI and near identical property (inspector) windows. It's still more memorable than Unity but still rather miserable. That probably goes away with familiarity; the basic tutorial I'm using is generally good but it's falling apart when describing actions without explicitly showing the navigation to where in the UI those actions take place. Too much "how do I get back to window <x>?"

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@arclight One weirdness is the tab-heavy context-sensitive nature of the UI. Once that is grasped, and one has developed the muscle-memory to check the state of the various panels depending on what you're working on (or trying to) it becomes somewhat easier to parse, but I agree that it's not immediately intuitive compared to some IDEs.

If you're using 4.x, it now supports external windows so panels can be detached from the main window which may go some way to mitigating some of these unexpected oddities.

@nullifidian It's getting better but I'm working on a laptop with no external monitor so I'm fairly starved for display space. I had the same issue working with Open Modelica - there was so much UI and so much switching between very different workspaces that it's difficult to learn unless your monitor is the size of a stadium Jumbotron.

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