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Describe the problem or limitation you are having in your project
Problem Statement
While Godot has historically used QWER for selection, move, rotation and scale - which is some times referred to as Industrial Standards shortcuts. Recent contributions have included Blender Style shortcuts into Godots, some time breaking the QWER approach or making it inconsistent across editors.
2D editor is using S for Scale, rather than R (not sure which PR did that)
It needs to be cleared up that this is not a "Industrial Standards" vs "Blender-Style/Open source Standards" issue. It is a UX design question. For instance, in MS Word, the focus is on semantic binding such as CTRL+C that are easy to remember while in VIM, the focus is on reducing hand movement and increasing speed. In fact, their approach to shortcuts are part of their philosophy: https://nus-cs1010.github.io/2425-s1/guides/vim-philosophy.html
In Godot, there are two UX design approaches that are conflicting at the moment:
GRS or semantic binding: Similarly to Blender or MS Word, shortcuts aim at being easy to remember or find and we use letters referring to the first letter of the operation. R for Ruler, S for Scale, G for Grab. These shortcuts should not be physical, and should be binded to the actual letter on the keyboard;
QWER or physical binding: Similarly to VIM or Maya, shortcuts aim at minimizing hand movements and looking off the screen. Hence, frequently used commands are positioned under the fingers of the user. Selection, move, rotation and scale shortcuts are placed next to each other. These shortcuts should be physically binded (e.g. AZER on AZERTY).
It seems that many users are strongly in favor of GRS and many users are strongly in favor of QWER.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Suggested Solutions
In the thread godotengine/godot#78148, the contributors suggested to have two different shortcut presets for the GRS and QWER approach. The users will be able to chose between them in the settings, and/or from a dialog that appears on opening Godot for the first time (for discovery purposes).
To maintain the two presets may be extra work, but it will allow us to harmonize the QWER approach across editors while also allowing the GRS approach to develop without worrying about the QWER shortcut conflicts.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
How the presets are created need to be discussed, as ideally it needs to be easy to maintain
If this enhancement will not be used often, can it be worked around with a few lines of script?
There is no walkaround.
Is there a reason why this should be core and not an add-on in the asset library?
That's about the core shortcuts.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
Gridmap contributions; Top-Down Action-Adventure Games.
Describe the problem or limitation you are having in your project
Problem Statement
While Godot has historically used QWER for selection, move, rotation and scale - which is some times referred to as Industrial Standards shortcuts. Recent contributions have included Blender Style shortcuts into Godots, some time breaking the QWER approach or making it inconsistent across editors.
Notable inconsistencies:
It needs to be cleared up that this is not a "Industrial Standards" vs "Blender-Style/Open source Standards" issue. It is a UX design question. For instance, in MS Word, the focus is on semantic binding such as CTRL+C that are easy to remember while in VIM, the focus is on reducing hand movement and increasing speed. In fact, their approach to shortcuts are part of their philosophy: https://nus-cs1010.github.io/2425-s1/guides/vim-philosophy.html
In Godot, there are two UX design approaches that are conflicting at the moment:
It seems that many users are strongly in favor of GRS and many users are strongly in favor of QWER.
Interesting reads:
godotengine/godot#78148
godotengine/godot#103533
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Suggested Solutions
In the thread godotengine/godot#78148, the contributors suggested to have two different shortcut presets for the GRS and QWER approach. The users will be able to chose between them in the settings, and/or from a dialog that appears on opening Godot for the first time (for discovery purposes).
To maintain the two presets may be extra work, but it will allow us to harmonize the QWER approach across editors while also allowing the GRS approach to develop without worrying about the QWER shortcut conflicts.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
If this enhancement will not be used often, can it be worked around with a few lines of script?
There is no walkaround.
Is there a reason why this should be core and not an add-on in the asset library?
That's about the core shortcuts.
The text was updated successfully, but these errors were encountered: