Thanks for the feedback! From my understanding, the preset nodes on objects are intentional and tied closely to AGMaker’s visual scripting. A lot of the nodes that come bundled (VariableSettings, SwitchSettings, CollisionShape2D, AnimationPlayer, etc) are required for visual script actions and conditions to function. If they weren’t there by default, you’d hit crashes or a pile of debug errors any time an action tried to reference a missing node. Bundling them up front means the visual scripting works out of the box.
It’s kind of a different approach from Godot’s native composition. AGMaker is aiming to lower the barrier for people who aren’t familiar with Godot so they don’t have to figure out which nodes to add and how to wire them together. I know it can make the inspector feel busier, but it’s a tradeoff for a more ‘out of the box’ experience.
For the reasoning behind how GameObjects are set up vs native Godot root nodes, this one is worth a read:
And for the preset scene nodes (SceneLayer, DistantView, etc), this covers what each one is for:
If there are specific nodes or properties that feel unclear after checking those, let us know so we can help.