Link to the PR that was merged for this: https://github.com/godotengine/godot/pull/97257

51 points

That’s an improvement for sure, but in case you all didn’t know, when you are testing your game, you can switch back to the editor and change the tab on the scene node browser to see the live scene and edit it.

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12 points

I don’t come where you work and tell you how to do your job, now do I? But yeah, this is super useful, thanks 🤣

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16 points

It took me months of using Godot to realize that was there. It is really well buried. I came over from Unity and was distressed at the lack of feedback of the game while debugging, then I realized the “Remote” and “Local” tabs. It isn’t quite as good as getting visual feedback in the debug window, but it at least lets me watch values and reset positions of objects.

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13 points

Same dude(tte), Also loved it when someone showed me the holy path that is the debugger, learning to use it effectively is shaving off a lot of bug hunting time. Time is money, money is power, power is pizza, less bugs more feature creep!

At least i have pretty butterflies at night now!

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45 points
*

Finally switched to godot full time with 4.3 from Unity and this has been my biggest point of friction, super excited to try this out!

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5 points

+1

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20 points
*

Holy shit. This has been holding me back for so long with the engine as I generate basically everything procedurally (including meshes) during runtime.

Will this support 3D or just 2D as the video shows?

Edit: just read the PR and it mentions 3D throughout!

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16 points

Thats literally the first thing I missed from Unity. Hope it lands soon 🙏

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13 points

It’s about time.

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