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Disable viewports inputs when dragging and dropping into the viewport #91845
Disable viewports inputs when dragging and dropping into the viewport #91845
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Edit: Yeah, I think that is probably the way to go, but correct me if I'm wrong. |
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Makes sense to me.
Edit: Not sure actually. I don't have a lot of hands on experience with 3D but it seems useful to me to be able to navigate the scene while dragging something to instantiate at a specific place. Sometimes the target is just a little bit off the current viewport, or zooming is needed to position things precisely, etc.
There is a precedent in other engines that handle this similarly to this PR. Like I said being able to navigate while you're dragging sounds good in theory, but now you're overlapping many functionalities that cause conflicts, even if it could work and we could find a way to separate it all out I think pressing that many button at once is kind of janky. You already can't freelook/navigate in the viewport because of a few of these conflicts that exist in master. I think the workflow of finding your target first then dragging is pretty ingrained in most people that work with 3D a lot. |
What are the options to navigate the scene though? Holding Alt rotates the camera, but only if you use non-Godot navigation scheme. I think most people use the default, which doesn't allow navigating while dragging (unless I'm missing some shortcut). |
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Alright, let's go with this approach and see if anyone complains their workflow broke.
Thanks! |
Fixes: #90112 and this comment #90112 (comment)
Having viewport inputs enabled while performing a drag and drop leads to issues especially in different navigation modes as mentioned in the linked issue. In theory the existing behavior sounds good, but in practice I believe it leads to more issues than it's worth. Usually, users put the target location in their viewport before dragging to it.