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Re:Unity merges with IronSource by uwuemu on Wednesday July 13, 2022 @12:43PM (#32085201)
> some weak UI / UX in editor some of which can be easily compansated by using VSCode

??

What exactly can be compensated for with a code editor? 75% of the value of a "modern engine" is in its tools... with something like Unreal it may be close to 90%. Level editors, object browsers, geometry editing, animation editors, rigging, particle editors, material and UV editors, physics/navigation/ai system and their editors... the list goes on and on. Gameplay code is something you'll either do in visual scripting (UE blueprint) or in an external IDE. Any engine-level coding will be done in an external C++ IDE (Visual Studio). So... I can't imagine what exactly VSCode compensates for?

Re:Unity merges with IronSource by cain on Wednesday July 13, 2022 @12:52PM (#32085353)
The limitations of Godot's in-engine text editor can be compensated by a more powerful external editor: VScode, emacs, vim, etc. An example would be the lack of remappable keybindings: this can be overcome by using an external editor.
Re:Unity merges with IronSource by EamonnMR on Wednesday July 13, 2022 @01:52PM (#32086277)
But the strength of Godit's native scripting is its integration with the rest of the editor. Can the vscode plugin match that?

I find the Godot native editor annoying (and it lacks vi keys!) amd clunky and long for multiple tabs but it increases productivity enough that I wouldn't give it up.

Re:Unity merges with IronSource by cain on Wednesday July 13, 2022 @01:59PM (#32086400)
I can't speak to the strengths of the VScode plugin, but if it's anything like the emacs gdscript plugin (which I use with Spacemacs + vi keybindings), then the integration is very tight. I get just as much completion as I do in the in-engine editor, I can run/debug/breakpoint etc. I've been using it for ~2 years.
Re:Unity merges with IronSource by IoI_xD on Wednesday July 13, 2022 @10:58PM (#32091491)
The fact that this is an argument for anything at all is questionable because it implies you don't use your favorite text editor for any program similar to Unity. When I was using the program I didn't even know it had a text editor because I just alt tabbed to Sublime Text. I would expect many others to do this too because in general I've always just found that the "built in text editor" of any program (whether it be a VPS's control panel or GitHub) is always bad compared to an external one.
Re:Unity merges with IronSource by SXX on Wednesday July 13, 2022 @09:52PM (#32091063)
I guess you are talking from AAA gamedev perspective while making some huge 3D title. Small team like ours working on 2D pixel-art base-management game dont need any of the following: geometry editing, animation editors, rigging, particle editors, material and UV editors, physics/navigation/ai system.

Mmmokay.... We of course use some basic physics for collisions detection, but everything else is mostly animated sprites and a lot of code. There are a lot of game mechanics and they all implemented without any visual scripting.

And even with Godot scene editor is solid I simply don't have to touch that much since all basic objects were implemented long ago and it's mostly duplicating with some editing for integrating new visual content.

95% of time I spend working on gameplay code and here Godot own code editor UX is very lacking compared to almost everything else. So here VSCode comes.