Make your Godot Editor Prettier with Custom Icons!

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  • Опубликовано: 10 июл 2024
  • This video aims to show how easy it is to change the icons of your Godot Editor. Especially when using a lot of custom or abstract components, navigation in the editor can become quite complicated, so hopefully this comes as an easy solution to that.
    Additionally, icons in Godot are generally color coded, so it is good to keep that in mind when making icons for better classification of the new nodes. The main colors used are:
    - 2d Nodes: #8da5f3
    - 3d Nodes: #fc7f7f
    - Control Nodes: #8eef97
    Documentation: docs.godotengine.org/en/stabl...
    Achieve the same in C# with the [Icon] attribute: docs.godotengine.org/en/stabl...
    Assets: zeromatrix.itch.io/rpgiab-icons
    --------------------
    Support me on Ko-Fi: ko-fi.com/cashewolddew
    --------------------
    Chapters:
    0:00 How to add custom icons to the Godot Editor
    1:45 How to design your icons well
    #godot #gamedev #tutorial

Комментарии • 27

  • @markedottie
    @markedottie 6 дней назад +38

    " so simple I even thought about not making this video" I hadn't even thought about the possibility of adding custom icons to the nodes😮 I am glad you made the video anyways because I would have never ever known about this feature if I hadn't stumbled across you video, thanks ~

    • @cashewolddew
      @cashewolddew  6 дней назад +2

      I really appreciate you letting me know that! 🥜 🥜

    • @honeycomb_hearth
      @honeycomb_hearth 6 дней назад

      Yeah I feel like there are so many things available but it's about stumbling upon them at the right time! It doesn't matter if someone else already covered it, they might not appear in my timeline!

  • @ThaAftrPartie
    @ThaAftrPartie 6 дней назад +14

    I’m sorry, WHAT?!

  • @fuzzy-02
    @fuzzy-02 4 дня назад +1

    Color coding is a nice thing when the node tree gets so big and cluttered with long ass names lol.
    Thanks for the helpful tip man!

    • @cashewolddew
      @cashewolddew  4 дня назад

      I'm especially glad you enjoyed that part. Cohesion and consistency are usually a game dev's best friends! 🥜🥜

  • @manuelsanchezweb
    @manuelsanchezweb 3 дня назад +2

    These small things make the dev experience so good! Thanks for sharing!!!!

  • @captaincabri
    @captaincabri 7 дней назад +10

    Perfect, exactly what I needed for organizing my Data structure :D (workaround, using Nodes as container for Resource scripts for data modeling...and could have been awesome with custom icons for vizualisation).
    And guess what, that's what you gave me :D

    • @cashewolddew
      @cashewolddew  7 дней назад +2

      Then, I guess, it was a lucky upload 😀 So glad to be able to help! If you have any other things you're struggling with, I'd love to hear them, maybe those will appear in next videos 🥜

  • @gabrijel9129
    @gabrijel9129 3 дня назад +2

    I HAD NO IDEA! Godot is truly an awesome piece of software and thank you for sharing this with us!

  • @generrosity
    @generrosity 4 дня назад +1

    Yes! Sometimes it's the easy and dev-helpful things that ppl forget. This tip would work well in the right attribute viewer too (and sub folders)

  • @KlausWulfenbach
    @KlausWulfenbach 5 дней назад +1

    Very helpful. I knew about the @icon() notation but I didn't realize you could *just put normal pngs in there* .

  • @demonicious_
    @demonicious_ 2 дня назад

    Great video. Thank you!
    Always surprising how neat godot is to work with.

  • @nulloWorld
    @nulloWorld 6 дней назад

    so helpful thx

  • @CornRecords972
    @CornRecords972 5 дней назад

    Amazing

  • @collinvisser7108
    @collinvisser7108 6 дней назад +3

    Neat - did not think about it but I think it would be much easer for me to see the hurt box area 3d vs the intractable area 3d - See it with plugin but I think I will do it from some of my common area 3d scripts thx

    • @cashewolddew
      @cashewolddew  6 дней назад +2

      I'm happy I could help! Good luck with your project! 🥜

  • @Sirlegna
    @Sirlegna 3 дня назад +2

    Does the code error out if I don't deploy with the icons. As I don't want to bloat my project just for icons while developing.

    • @cashewolddew
      @cashewolddew  3 дня назад +1

      No, this shouldn't be a problem. Those icons are used only in-editor anyway, and they do not affect the exported version of your game.

  • @Gyozamang
    @Gyozamang 2 дня назад +1

    Have you got a video on making a reusable component system ? It’s so much easier in unity I’m struggling in Godot

    • @cashewolddew
      @cashewolddew  2 дня назад +2

      Thanks for the suggestion. ECS are great. I will make a video on them for sure!

  • @zaludaoldrich
    @zaludaoldrich 4 дня назад +1

    Is there any way to achieve that for nodes without script attached? Like something global or for children of the main node with script?

    • @cashewolddew
      @cashewolddew  4 дня назад +1

      As far as I'm aware, there's no way to do that. The only reasoning behind that which makes sense to me would be that a node that doesn't have a script is so simple that it doesn't really make sense to change its icon, as in, it's not so special that it deserves to be highlighted.
      However, I could see you wanting to make that choice even for purely aesthetic reasons. If anyone is aware of a way to do that I'd love to hear about it! Very interesting question 🥜

    • @zaludaoldrich
      @zaludaoldrich 4 дня назад

      @@cashewolddew I've only found the solution in creation own custom nodes. Another way could be hide/remove default icons and use emoji in front of the node name (no reload needed).
      But I can't find how to hide (or replace) the default icons on system level.

  • @Xeros08
    @Xeros08 5 дней назад +3

    How would one do this for C# scripts?

    • @cashewolddew
      @cashewolddew  5 дней назад +3

      Really good question. I will add it to the description. You can do it with the [Icon] attribute: docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_global_classes.html
      Hope this helps! 🥜