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>?"

After a good night's sleep, I finished up the 2D game example. It mostly makes sense, though it's going to take a while to remember a) what the important elements are, and b) where they live in the UI. Cutting-and-pasting signal handlers does _not_ preserve the association with the original event/element so (for example) if you create signal handlers in the wrong script file, you can't just move the code without going back to the object and correcting the association to the signal handler in its new location. Minor annoyance initially but not a problem going forward - that's been the worst part of this example. The tutorial is generally pretty good but there's just so much UI, so many properties, the tutorial can't possibly be completely step-by-step. At least it's not video so there's an outline I can read and I can search for what I need help with.

Very simply, it's going to take practice to get familiar with the UI. No avoiding that.

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@arclight While Godot does some things well, hiding signal definitions in the .tscn files is not one of them. I find it’s more useful (and nicer for SCM) to define them in code with `connect()`.

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