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The limitations of Godot's in-engine text editor can be compensated by a more powerful external editor: VScode, emacs, vim, etc. An example would be the lack of
by cain 4y ago
The limitations of Godot's in-engine text editor can be compensated by a more powerful external editor: VScode, emacs, vim, etc.
An example would be the lack of remappable keybindings: this can be overcome by using an external editor.
- EamonnMR 4y agoBut the strength of Godit's native scripting is its integration with the rest of the editor. Can the vscode plugin match that? I find the Godot native editor annoying (and it lacks vi keys!) amd clunky and long for multiple tabs but it increases productivity enough that I wouldn't give it up.
- cain 4y agoI can't speak to the strengths of the VScode plugin, but if it's anything like the emacs gdscript plugin (which I use with Spacemacs + vi keybindings), then the integration is very tight. I get just as much completion as I do in the in-engine editor, I can run/debug/breakpoint etc. I've been using it for ~2 years.
- IoI_xD 4y agoThe fact that this is an argument for anything at all is questionable because it implies you don't use your favorite text editor for any program similar to Unity. When I was using the program I didn't even know it had a text editor because I just alt tabbed to Sublime Text. I would expect many others to do this too because in general I've always just found that the "built in text editor" of any program (whether it be a VPS's control panel or GitHub) is always bad compared to an external one.