Given that every major AGM update in the past has inevitably impacted projects, we hadn’t upgraded to the beta test until now. I didn’t expect the official release to arrive so quickly. Today, I was automatically updated to the latest version. As a user who has spent 2000 hours with AGM, I found that I still needed to readjust to many aspects after entering. Here are some personal opinions on experiences that have worsened.
Switching between Make mode and Godot mode is not actually smooth. As an old user, I would basically continue using Godot mode, while Make mode is more convenient for beginners to experience. Although there is a one-click switch in the upper right corner of the interface, in actual use, switching causes many elements to be lost.
When viewing nodes and scenes in Make mode and then returning to Godot mode, all objects and scenes previously opened in Godot mode are automatically closed, leaving only the last object viewed in Make mode.
Godot mode is represented by blue, and Make mode by orange. However, if you enter Make mode, the mode color cannot be changed; you need to restart the project.
↑ Regardless of the mode, adding these buttons always keeps them in an eye-catching orange state. In my experience, Godot mode does not need these buttons. Is there an option to hide them?
In the original version, variables and switches were unified in a single column in the database, which I found intuitive in terms of usage habits. However, in the new version, switches and variables in the database have been forcibly removed, forcing the use of the Inspector’s variable settings. I believe this newly added variable setting significantly reduces visibility compared to the previous database layout. Users cannot view multiple variables or stuck values at once. They need to click through each one to check if it is enabled and saved, which becomes cumbersome in large-scale projects.
The newly added collision affinity check was originally intended to help beginners understand the collision relationships between two objects. However, during testing, I found that it might confuse the actual application of collisions in the user’s scene.
↑ Example: An object is indeed set with mask 5, but it is not marked in the collision detection.
After a round of testing, I discovered that this collision affinity check is based on the collision of the object itself, rather than the data in the actual scene. If collision layers and masks are modified in the scene, they cannot be displayed here, thereby increasing the user’s cognitive load.
I personally believe that focusing on actual scene collisions would be more accurate.
In Godot mode, there is a double Inspector page, and it cannot be closed. To reproduce the trigger:
After clicking the visual editing option on the right:
A very considerate “back” option appears. If you click this option to return to the object, the following problem occurs.
Two identical Inspector pages appear on the right, and they cannot be closed. You need to switch to another object to eliminate them.
The above are some problems encountered after experiencing the changes for half an hour following the update. The main issue is that the new option 4, added on the right for newcomers, has not brought convenience to old users but has instead worsened the user experience. Could you please restore the original state in Godot mode? Please do not remove the variables and stuck values from the database, giving users another viewing option? Thank you!
By the way, I’d like to add a small bug. Other users previously mentioned an issue with right-clicking to copy actions in VS. This also appears in “Any State.” The official team only fixed it elsewhere before, not here (it can be copied and pasted via keyboard shortcuts).
If you want to use Maker mode features in GodotMode, you can work in parallel by opening the Editor > TokuMode in a separate window.
Also, you can likely resolve switching issues by enabling the Multi-tab option in Editor Settings > AGMaker.
Regarding button colors, they are managed by the theme. You can change them to a different color by modifying Editor Settings > Theme > AGMakerButtonColor1.
We previously avoided this approach because having dual management and multiple UIs with the same settings could cause confusion, but we will consider if there is a better method.
In what scenario did this occur? Was it a translation issue, or did the intent not come across clearly? Please provide more details so we can assist you better.
This is simply a bug. The setting was intended to return to the 2D view, but for some reason, the MakerMode view is being invoked. Please wait for the fix.
Regarding 1 [Switching between old and new interfaces]:
As a long-time user, I also just updated and switched back and forth to feel the changes. In actual use, it will likely remain based on the Godot mode, and since frequent switching isn’t necessary, the impact is very small. The only issue is that the four orange options in Godot mode are quite eye-catching. It would be fine if custom colors were available. (I would even prefer the option to hide them.)
I think it’s intuitive to be able to view all changeable information for toggles and variables on a single page. As before, it would be much more convenient as long as you don’t have to click each one individually to view the details.
Regarding 3 [Collision Checks]:
Due to translation issues, you may have misunderstood my point.
Collision and masks for all objects in the game take precedence based on the settings in the Scene (GameScene). The collision settings within an Object (GameObject) can differ from those set in the Scene.
When you select an object in the Scene (GameScene) to view its collision and masks, it displays the collision settings from the Object Node (GameObject), not the collision set in the Scene Node (GameScene). Since all objects are ultimately placed in the Scene (GameScene) for use, the markers for collision checks might differ completely from the Scene’s settings, which could confuse users.
Regarding 4 [Double UI]:
Whenever a “back” button is clicked, two views appear. I look forward to a fix for this.
Project variables are frequently referenced within scenes, and global variables and switches are debugged even when objects are not expanded.
Therefore, regardless of whether you are in Maker mode or Godot mode, it should be possible to immediately locate global variables and switches as soon as you open the “Database.”
This workflow—where project variables and switches can be accessed with a single click from within an object—should be extended to any empty scene (when no object is selected). Upon clicking the Database, “Project Variables” and “Project Switches” should be accessible in the most convenient location.
Currently, in both modes, these options are placed in the upper-right corner, which indeed hinders operational convenience.
It is recommended to place this feature in the most convenient location (for example, in the front panel you have provided).
Thank you to the development team for the optimization. After the update, a column of switches and variables is now visible. However, the option on the right is somewhat confusing, as users may not immediately know whether it is a toggle switch or a save option. It requires checking the right-hand panel to determine what this option actually is.
Would it be possible to label what each option is? Additionally, could the save option be made more intuitive?
Regarding color modifications, I have been unable to change the orange border and the orange highlight for selection on these four options. How can I modify the colors here? Are there any hidden options to hide these four options in the current version 2.0.1?
There is currently no option to hide it. I confirmed that the orange border can be changed using the AGMaker color I mentioned the other day, but were you unable to do so?
Since it involves a theme change, the process is quite heavy and may feel frozen for a while, but it should be applied.
I’ve implemented the theme color change, and while it does cause some lag, these four options don’t change color at all. My OCD is kicking in because I can’t modify their colors
Thanks! I figured out what the issue was. After making the changes, I needed to exit the project and re-enter it for the effects to take effect. Previously, I clicked reset because I didn’t see any changes.
Thanks to the official optimization, when operating in the top-left corner, you can now toggle global switches and variables with a single click, which feels much better than before. Of course, the trade-off is that clicking on the database requires an extra step. I suppose this is a balanced solution from the official team.
I’m very grateful that the official team implemented keyboard shortcuts. I’m sure I’ll get used to them quickly, and they really make things much more convenient.