Organize Exported variables inside in Array like in Unity

Godot Version

`4.1.1

Question

I’m currently making a Cutscene Segment class, in which you can either choose to move a character, start the chatterbox, or just wait for time to pass.

They’re meant to be stored together inside an array, in order to create a fleshed out Cutscene.

What I want to do it to edit all of their variables inside of the inspector and be organized in a way such as this:

So I could easily create cutscenes in the inspector, facilitating development.

As for now, though, the elements are nested resources.

I can’t seem to get it working like the former. Any ideas of how I could achieve that?

Just for clarification: I heavily take inspiration from Chef Rpg’s Cutscene System to set mine up.

Seems like it’s displaying the same kind of data in the same kind of way. What do you dislike about Godots inspector? Is it the large padding around each inner resource/array?

Because Godot allows you to re-order and delete elements of an array the UI on the left and right takes up some space.

You may have to make a plugin to display your cutscene data exactly how you want to display it.

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I personally don’t really like how it’s set up, it’s confusing specially if you have many resources

That’s not very specific but eitherway the bad news is there isn’t a built-in alternative, the good news is it’s relatively straight forward to make a plugin display.

I opted to make a panel display for wave editing, in this screenshot you can see the inspector versus my customized plugin. It uses Godot Control nodes and scene like any other UI, through a plugin script to attach to the bottom panel of the editor. I’ve built many like this for various systems that make heavy use of resources.

Will look into it, I’m currently trying to override how the array is displayed on the screen, will update it in case I find a solution

If you don’t want to go the plugin route this answer may help you (Inspector Plugin) How can I "steal"/embed default Godot property editors within my own custom editor?/use EditorProperty<type>/EditorInspector - #7 by mrcdk

I’d still recommend a plugin for something as involved as a cutscene manager.

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I was trying something along those lines, without using getters and setters for the resource variables. (that’s why it was not working at all). Thanks!