You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When you change the Game view's input mode at runtime from Input to 2D or 3D, and you quit the game, the next time you start the game it will remain in 2D or 3D editing mode. This is very jarring, especially since the camera override is reset every time, so the game always starts in its own camera, and looks like the game it's going to be receiving game inputs as normal, but it ends up making selections instead.
I don't know if this is an intended behaviour, but for me, the vast majority of use cases for using the 2D or 3D mode is a per-session decision. Having it not reset upon every session seems like we're expecting users to want to sometimes "launch the game in 3D-editing mode", which seems like an extremely niche use case. I think expecting the user to opt-in to 3D editing whenever they want to is much more reasonable than expecting the user to remember to turn off 3D editing every time they quit the game. Even if the "start-in-3D-editing-mode" use case were legitimate, it doesn't really work because as mentioned before, the camera context is reset every session anyway.
At the very least, I think there should be an editor setting to make the persistence of the input mode optional.
Steps to reproduce
Run the game in any project.
From the Game view, change the input mode to 3D.
Quit the game.
Start the game again.
Note that the game is still in 3D editing mode.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
I think persistence on the debugger buttons will make more sense if godotengine/godot-proposals#11091 gets fleshed out further because you'd want each game view to have a specific long-term purpose, but I agree in the current single view this can really throw people off. Definitely +1 for it being an editor setting, that way both workflows can work based on user discretion
Tested versions
Reproducible in 4.4.stable
System information
Godot v4.4.stable - Windows 11 (build 22631) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 threads)
Issue description
When you change the Game view's input mode at runtime from
Input
to2D
or3D
, and you quit the game, the next time you start the game it will remain in2D
or3D
editing mode. This is very jarring, especially since the camera override is reset every time, so the game always starts in its own camera, and looks like the game it's going to be receiving game inputs as normal, but it ends up making selections instead.I don't know if this is an intended behaviour, but for me, the vast majority of use cases for using the
2D
or3D
mode is a per-session decision. Having it not reset upon every session seems like we're expecting users to want to sometimes "launch the game in 3D-editing mode", which seems like an extremely niche use case. I think expecting the user to opt-in to 3D editing whenever they want to is much more reasonable than expecting the user to remember to turn off 3D editing every time they quit the game. Even if the "start-in-3D-editing-mode" use case were legitimate, it doesn't really work because as mentioned before, the camera context is reset every session anyway.At the very least, I think there should be an editor setting to make the persistence of the input mode optional.
Steps to reproduce
3D
.Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: