Poor usability: setting materials in the inspector among different node types does not use consistent UI #8673
Replies: 3 comments 7 replies
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There are several ways to set on a material on a mesh because there are several use cases:
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This response misses the point of the original post. Pointing out all of these various use cases is a very poor argument as to why the usability is not actually bad -- it completely ignores the problem at hand. We should get back on topic. How can we solve this usability problem? If you do not care about usability then you an close this issue. |
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I want to mention that before OP, Godot had support for dragging and dropping materials. Which is something that people coming from other engines would find familiar, see: godotengine/godot#56597 - However, you might not have been aware of that feature, because it is not advertised. Godot has many such features, see godotengine/godot-docs#4377 - I'll save my opinion on the matter. A common request is to have A related issue is that Godot's inspector remembers what is expanded or collapsed per I believe materials are in a similar situation. We want to find them in a consistent way, the same way we want to find So, both |
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In the Inspector, in some node types "Material" has it's own tab, and in other node types, to set the material you have to go into some other random tab, such as "Geometry". This is bad usability and ought to be changed.
This is a egregious violation of heuristic number 4 of the N/N usability guidelines (link: https://www.nngroup.com/articles/ten-usability-heuristics/)
The damage being done here by not changing it is that users will wrongly presume that the materials of certain nodes cannot be set if the inspector does not contain a "materials" tab.
The Inspector needs to be changed such that, to set the material, you either go into a "Materials" tab, or you go into a "Geometry" tab, but either way it needs to be consistent everywhere.
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