Replies: 4 comments 3 replies
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I think it would make sense to add a node as a sibling (rather than a child) if you hold Shift while pressing Enter (or clicking the Create button) in the Create New Node dialog. It would be difficult to discover though. |
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The workflow of: by default add to root, unless you specify the specific parent on the scene (via a creation dialogue, hotkey or whatever) looks like more intuitive; It makes sense. |
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Yes, this drives me crazy sometimes - especially in 3d, as I often add things accidentally as a sibling and they inherit the scale of the parent, which is not always 1,1,1 if it's part of the environment, and particularly test environments, where I'm more likely to scale or rotate a shape just to quickly build level geo. If something gets scaled wrong and you move it out of the parent object, the wrong scale is retained, so you need to just undo and do it again. copy & paste seems to work in the same way as dropping things from the file tree, whereas duplicate (ctrl+d) will make a copy at the same level as the original node/scene (sibling), which is usually what I want in that case. I totally agree that dropping things into the scene view should assume root node, and dropping onto the scene tree should allow you to be explicit about the parenting. Copy and paste should either follow this same rule, or just be made the same as duplicate. |
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Maybe some other line of text following the mouse warning about what you're going to do as you're dragging the new Node could be a quick and dirty way to mitigate this? Something like "Adding as a child of ____..." |
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Straight to the point.
You add an enemy to your level map and ohh, you forgot you have an "item" node selected, so the enemy node will become a child of the "item" node, in this gif you can see. In the video I do it conscientiously, so it serves as an example.
2022-02-21.11-55-15.mp4
If you don't realize that, then you will experience strange running errors until you realize that the node is being improperly childed by another node.
Add an option or some way to avoid this. If the user adds a node to the editor, it is assumed that they are adding it to the root node, right?.
An option could be added to the editor that states that when adding a node to the editor, the node should be added as a child of the root node, not the currently selected node.
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