This is an amazing video. I keep coming back to it as I'm working on my own tooling and I've decided to lean into plugins for it because of this video. I've also installed your focus plugin and dived into that code to get more insight into how plugins can be used. It would be great to see more plugin related videos from you. The focus plugin alone is worthy of a video.
Always happy to hear that. I was preparing to do another one after that but I ended up delaying it and forgot about it eventually. I might come back to it. There was still a couple of important things I wanted to talk about related to addons in Godot.
Really good video. I like that you went into depth on creating a plugin. Most videos just show how to create a plugin, but don't add any functionality. The Undo/Redo functionality and the ResourcePicker functionality are 2 features I didn't know how to implement, so Thank you!
It's nice to hear that. Making the correct pacing is one of the things I often get wrong when making theses tutorial videos. (usually I make it too fast and without pauses between topics)
I was thinking about talking about gizmos next. I always though custom nodes and icons were too simple for a full video, and viewport buttons is just using one of the special areas I've shown briefly in the beginning. But I might do that if I can think of a good example plugin interesting to implement and show in the video.
You need to use a mouse raycast just like you'd do inside a game. You can use the camera.project_ray_origin and camera.project_ray_normal to find the mouse ray. If the terrain has collisions, everything should work fine. If it doesn't, you might need to do some extra things. I'm not sure how Godot does it internally to place nodes. Might need to check out the source later to find out.
Sure, you can customize a lot with plugins. There is even a "Metroidvania-system" plugin that makes it really easy to make metroidvania games, with connecting zones and minimaps all working on a nice little graphical interface for you to create them. But plugins have their limitations too. Some deeper parts of the engine can't be accessed with them. To get full access to Godot core systems, you can use GDExtentions instead... They are basically plugins but made in C++ and can directly access some parts of the engine the usual pluins can't. For example, you can create your own nodes with their own code and behaviors without needing the node to have a script attached to them, like with gdscript custom nodes.
This is an amazing video. I keep coming back to it as I'm working on my own tooling and I've decided to lean into plugins for it because of this video. I've also installed your focus plugin and dived into that code to get more insight into how plugins can be used. It would be great to see more plugin related videos from you. The focus plugin alone is worthy of a video.
Always happy to hear that.
I was preparing to do another one after that but I ended up delaying it and forgot about it eventually.
I might come back to it. There was still a couple of important things I wanted to talk about related to addons in Godot.
Really good tutorial.
Adding the undo-redo was really smart to include as it is often overlooked.
I didn't know how easy it was to create a tool add-in, but thanks to this tutorial I can now use it with ease! Thanks for sharing! 👍
fast concise and i love that you handles some issues like the reloading before they even occurred. I knew straight away what to do
Really good video. I like that you went into depth on creating a plugin. Most videos just show how to create a plugin, but don't add any functionality. The Undo/Redo functionality and the ResourcePicker functionality are 2 features I didn't know how to implement, so Thank you!
Thanks.
Undo/Redo is a topic on its own, but I though I would at least cover the basics to let people know that it exists.
Thanks to the undo/redo part of the tutorial, my plugin now supports undo/redo! Saved me some headache! :)
Good to hear that. Glad it helped :)
Loved the video. Entire tutorial has very nice pacing
It's nice to hear that.
Making the correct pacing is one of the things I often get wrong when making theses tutorial videos.
(usually I make it too fast and without pauses between topics)
Thank you, man. This tip with color_picker have saved me hours during the game jam.
your videos are awesome. this could easily be a companion video in the documentation.
Glad that you liked it :)
Just exactly what i want to learn, thank you so much! Instant subscribed.
Thanks! Really glad to hear that :)
PS: A good chunk of those cyclic errors type corruptions will be fixed in the upcoming 4.3 release.
Very informative video. Thank you!
Glad you liked it.
Just awesome!
Thanks!
very cool and easy . nice narrative
Thanks :)
you're a life saver
thank you
Glad to hear that.
Part2 should talk about making custom nodes and icons. And viewport buttons!
I was thinking about talking about gizmos next.
I always though custom nodes and icons were too simple for a full video, and viewport buttons is just using one of the special areas I've shown briefly in the beginning.
But I might do that if I can think of a good example plugin interesting to implement and show in the video.
how do I spawn a stone position by clicking the mouse directly into the terrain?
You need to use a mouse raycast just like you'd do inside a game.
You can use the camera.project_ray_origin and camera.project_ray_normal to find the mouse ray.
If the terrain has collisions, everything should work fine.
If it doesn't, you might need to do some extra things. I'm not sure how Godot does it internally to place nodes. Might need to check out the source later to find out.
So that basically means I can make some sort of custom Godot Engine?
Sure, you can customize a lot with plugins.
There is even a "Metroidvania-system" plugin that makes it really easy to make metroidvania games, with connecting zones and minimaps all working on a nice little graphical interface for you to create them.
But plugins have their limitations too. Some deeper parts of the engine can't be accessed with them.
To get full access to Godot core systems, you can use GDExtentions instead...
They are basically plugins but made in C++ and can directly access some parts of the engine the usual pluins can't.
For example, you can create your own nodes with their own code and behaviors without needing the node to have a script attached to them, like with gdscript custom nodes.
@@octodemy Thank you for a detailed explanation!!
hmmm