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The first 10 minutes have been pure gold. You have helped me clarify something that before this video seemed to be black magic or witchcraft. The anchors and alignments are now crystal clear !
This was incredibly helpful and well put together! UI has always been one of those things I've never really wanted to mess with but you've demystified it - time to spend some time actually doing it to solidify the knowledge.
just stumbled across this, and i have to say i'm relieved. mastering godot's particular approach towards layout has been nothing short of aneurysm-inducing.
Never played with the customization of existing presets which up to now have always been sufficient to me. But now that I see the additional control of Control nodes when selecting "Custom" for Anchor Preset I think I just only scratched the surface for how to deal with UIs. This is pretty cool! Thanks for sharing! 😘👍
Yea, I love the fact that you can select a preset that best fits the behavior you want, and then just hit Custom and modify it from there. Makes things easy!
The UI nodes are pretty straightforward and very well documented/tutorial'd. But what is still a complete mess in my mind is anchors, margins, resolution limits, etc.
Yea, it took me a minute to wrap my head around the nodes, but I have a better understanding of them now. Resolution Scaling (Viewport vs Canvas Items) and other topics around UI I plan to cover as follow ups to this video.
Thank you so much for this! I could never understand how anchors work so I was mostly just using Full Rect and using MarginContainers everywhere. This makes so much sense now.
Thanks! I just started using Godot, so this was almost impossible for me to wrap my head around. The Docs are not that useful in that respect either. Thank God for tutorials like this! great one And as you said in a comment, yes, next one should be Viewport/Canvas/Windows and all that jazz.
I think the answer is that it depends. I tend to add way more MarginContainers than I probably need in some cases, as it's so easy to reach for, but there may be cases where using the offset for anchors is just a simpler solution. Feel free to jump in the discord and create a thread on the topic!
I really appreciate what you're trying to do, but it's still insanely hard to wrap my head around this without this being in relation to the viewport it's going into and the UI element that I need to put there. Like, yes, I can offset a box. What is it in relation to? What does the anchor actually do? What if it's at a larger resolution? What would I need to do to just keep something in the center or a specific offset if not just ticking the Center option and dragging it around? What about with its parents? I keep listening to this over and over again and it's like I'm just hearing math equations. I cannot comprehend why these control nodes are so infuriating.
Those are some good questions. I didn't cover the use of resolutions in this video, but each control node is relative to it's parent and the root control node is going to have it's anchors based on the viewport, which you can define in the project settings.
Great video. I'm still kind of confused as to why you'd use Vbox and Hbox Containers when control seems to do it all? Do those give you more flexibility with layout I'm not seeing? Maybe if the case of wanting to have multiple boxes evenly spaced out?
I do a follow up video where I cover the Container nodes, but the basics are that Containers control the size and positions of the children, where a control only acts on the node itself.
Do you have any videos on Plugins? I found myself stuck trying to programmatically add child nodes from a scene script instead of the plugin initialization script 😅
at 9:25 you got my big question answered "why the heck would I want offsets in pixels if I can deal with percentages from anchor points, because %s are easy to understand but I've never deal with graphics like pixel art
I really tried to love Godot's UI system but I just can't. Unity has the right idea with UI Toolkit, being able to use percentages for everything (like html/css). I'm torn between going back to Unity or having to deal with pixel sizes for everything in Godot.
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/GameDevArtisan/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
The first 10 minutes have been pure gold.
You have helped me clarify something that before this video seemed to be black magic or witchcraft.
The anchors and alignments are now crystal clear !
So glad to hear that. Thanks for the feedback!
This was incredibly helpful and well put together! UI has always been one of those things I've never really wanted to mess with but you've demystified it - time to spend some time actually doing it to solidify the knowledge.
just stumbled across this, and i have to say i'm relieved. mastering godot's particular approach towards layout has been nothing short of aneurysm-inducing.
Took me quite some time to get around the Control node behavior, I'm glad this helped!
This is very helpful. I've spent hours trying to figure out Godot's UI system and this tutorial filled in several gaps.
So glad it was helpful! Thank you very much for the support! The Godot UI can be a bit of a hurdle at first.
Never played with the customization of existing presets which up to now have always been sufficient to me. But now that I see the additional control of Control nodes when selecting "Custom" for Anchor Preset I think I just only scratched the surface for how to deal with UIs. This is pretty cool! Thanks for sharing! 😘👍
Yea, I love the fact that you can select a preset that best fits the behavior you want, and then just hit Custom and modify it from there. Makes things easy!
Crisp, clear, succinct. Excellent tutorial for getting your head on straight! Many thanks! :3
Thanks for the positive feedback, glad you enjoyed it!
The UI nodes are pretty straightforward and very well documented/tutorial'd.
But what is still a complete mess in my mind is anchors, margins, resolution limits, etc.
Yea, it took me a minute to wrap my head around the nodes, but I have a better understanding of them now. Resolution Scaling (Viewport vs Canvas Items) and other topics around UI I plan to cover as follow ups to this video.
same!
really wish Godot could suggest some sane defaults while using the UI nodes
Thank you so much for this! I could never understand how anchors work so I was mostly just using Full Rect and using MarginContainers everywhere. This makes so much sense now.
I'm glad this video was able to help you out!
Thanks! I just started using Godot, so this was almost impossible for me to wrap my head around.
The Docs are not that useful in that respect either. Thank God for tutorials like this! great one
And as you said in a comment, yes, next one should be Viewport/Canvas/Windows and all that jazz.
Glad it helped! The UI stuff has a fair bit to cover, so I'll try and give each of those some coverage.
Super helpful video, thank you! Made me understand better how vbox, hbox etc work and how to utilize them properly.
Glad it was helpful!
High quality content. Learned alot from that tutorial. Thank you so much
Happy to hear that!
Very nice guide. Thank you!
Glad it was helpful!
Such a helpful channel, thank you for the hard work!
You bet, happy to help!
Straight to the favourites list! 😊
That's what we like to hear!
@@GameDevArtisan and the Watch Later! ;)
Your control script needs to be the default behavior. It is extremely useful.
I agree!
Extremely useful, thank you so so much !!
I think the answer is that it depends. I tend to add way more MarginContainers than I probably need in some cases, as it's so easy to reach for, but there may be cases where using the offset for anchors is just a simpler solution. Feel free to jump in the discord and create a thread on the topic!
nice video, thanks. also, cool channel logo yo
I really appreciate what you're trying to do, but it's still insanely hard to wrap my head around this without this being in relation to the viewport it's going into and the UI element that I need to put there. Like, yes, I can offset a box. What is it in relation to? What does the anchor actually do? What if it's at a larger resolution? What would I need to do to just keep something in the center or a specific offset if not just ticking the Center option and dragging it around? What about with its parents? I keep listening to this over and over again and it's like I'm just hearing math equations. I cannot comprehend why these control nodes are so infuriating.
Those are some good questions. I didn't cover the use of resolutions in this video, but each control node is relative to it's parent and the root control node is going to have it's anchors based on the viewport, which you can define in the project settings.
braydee is the goat
You're too kind.
wait, so you mean to tell us that theres a way to understand Godot UI? haha. loved this tutorial.
thank you!
You bet. I'm glad this was helpful. Stay tuned for more.
Great video. I'm still kind of confused as to why you'd use Vbox and Hbox Containers when control seems to do it all? Do those give you more flexibility with layout I'm not seeing? Maybe if the case of wanting to have multiple boxes evenly spaced out?
I do a follow up video where I cover the Container nodes, but the basics are that Containers control the size and positions of the children, where a control only acts on the node itself.
Excellent, thank so much.
You're very welcome!
Do you have any videos on Plugins? I found myself stuck trying to programmatically add child nodes from a scene script instead of the plugin initialization script 😅
I don't currently, but it's a great topic idea. I'll add that to my list of topics to cover!
at 9:25 you got my big question answered "why the heck would I want offsets in pixels if I can deal with percentages from anchor points, because %s are easy to understand but I've never deal with graphics like pixel art
Yea, not all projects need it, but it's good to know you have that as an option!
Your inventory window looks like it’s made in paint, but your tutorial is amazing!
Close, I used Aesprite for the pixel art. I tend to like the low poly/pixel aesthetic, so this can be seen as more of a Demake of the inventory of D4.
nc video
Thanks!
I really tried to love Godot's UI system but I just can't. Unity has the right idea with UI Toolkit, being able to use percentages for everything (like html/css). I'm torn between going back to Unity or having to deal with pixel sizes for everything in Godot.
Godot 4