SirLich
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sirlich.bsky.social
SirLich
@sirlich.bsky.social
Unreal Engine gamedev by day, Godot gamedev by night. Formerly XR developer for the big business boys.

Website: https://sirlich.dev/
Audacity. Mostly mixing up sounds I've recorded myself. I don't feel the need for a simpler, nor more complex tool.
November 11, 2025 at 11:08 PM
Huh. I've read this article before, but never put 2 and 2 together that you could simply use it for game themes 🤔

I will definitely consider this approach in the future.
November 5, 2025 at 10:01 AM
It wouldn't be too hard to write a little wrapper that would do this. Interesting to imagine how rate of change would be determined for things like color properties 🤔
October 22, 2025 at 8:39 PM
So... technically you can even get the editor root node (it's all nodes!), find the dropdown, and force a selection via code. Seriously that's possible
October 13, 2025 at 8:35 PM
Maybe with EditorInterface.get_editor_viewport_3d(idx).get_camera_3d(), or am I missing something about your use case?
October 13, 2025 at 8:29 PM
I'm thinking that in places where I don't need time dilation, I can just multiply by the inverse to remove the dilation. So an opt-in system instead of an opt-out system.
October 2, 2025 at 8:49 AM
@yurisizov.bsky.social have you seen the 4.6 release notes? 😅

I knew this feature has been suggested for ages (and a couple abandoned PRs), but I never knew it would come so quickly after I invested the time to make an editor plugin. I guess I get a bit of vindication though haha.
September 30, 2025 at 9:17 PM
I use @export_group("Private") and then drag and drop w/ @export var.

It looks like this in inspector, and I never need to touch it (well, rarely):
September 21, 2025 at 12:26 PM
Do you avoid export vars? For what reason?
September 21, 2025 at 11:24 AM
I tend to actually create Scene files, even for scripts that wouldn't really require it (e.g., a HealthComponent). Then I attach that *scene* in multiple places. I never use a *script* in multiple places if that makes sense.

So in that sense the coupling is nearly 100% consistant for me.
September 21, 2025 at 11:23 AM
Nope. I've improved upon it (according to me hahah) by making it generate @export vars, and assigning them.

It works by checking the open scene and checking if it matches the open script. I prefer export vars for refactoring reasons. Having the var auto-assigned is huge for me.
September 21, 2025 at 11:22 AM
I actually asked the author of the VSCode Godot plugin, and he didn't have interest in implementing. Also asked the VSCode IDE people, and same deal.

I think the disconnect is that Scenes != Scripts. Even though tighly bound Scene+Script coupling is very common in my workflow.
September 21, 2025 at 11:17 AM