Godot Version
4.4
I’m going to rant about using .gd
scripts as Built-ins in the .tscn
file.
So I select a node on the Scene Tab and click Attach Script
.
- Problem: Built-in Script toggle does not auto-suggest Script Name
A popup window appears, and now an immediate issue I see that the name field is empty when it should be the name of the node.
Let’s continue, I’m too lazy to type-in the Name for the Built-in-Script, which will soon cause us a lot of problems.
Here we have it, a confusingly named attached built-in script
After clicking Create button, this is what you are usually greeted with.
It shouldn’t be named this way, the name is already soon-to-be-very-long.
It shouldn’t start with the scene name (game_world.tscn::), instead the name should imply that this Built-in Script belongs to StaticBody3D Node.
The game_world.tscn should be presented as a side-note.
So in my mind I think it should be something like this by now:
StaticBody3D.gd (game_world.tscn)
Instead of:
game_world.tscn::
Another annoyance: Does not save script after clicking the create button
Now let’s take a step back.
Why does Create button does not create the built-in script? I mean it creates, but it’s not saved. You would expect your “creation” to actually exist in the world after you create it! IT’S A BUILT-IN Script, why do we need re-confirm to save a built-in script?
Finally I saved my precious built-in script.
And now my built-in script immediately with a garbage looking name.
I mean it’s insane how unfriendly this is. Who wants to read names like these?
Let me rename this built-in script! - whoops there is no such functionality
So how do we even rename this “garbage named” built-in script, if there is no rename button in the context menu?