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Save in game level modification ?

MagicLordMagicLord Posts: 578Unconfirmed
edited May 2018 in 3D

Hi there,

Is this possible to run a scene game, and do some interactions like move some static objects , scale or rotate them; and have a command to save the modified scene directly from the running game ?
I mean in game editing.

Best Answer

  • TwistedTwiglegTwistedTwigleg Posts: 2,561
    Accepted Answer

    Well, this answer from the QA is a little old (pre Godot 3) but it probably will still work with some minor modifications. I’m not sure if you can save over a scene file already created though, but it does look like you can save scenes at runtime.

Answers

  • TwistedTwiglegTwistedTwigleg Posts: 2,561Admin
    Accepted Answer

    Well, this answer from the QA is a little old (pre Godot 3) but it probably will still work with some minor modifications. I’m not sure if you can save over a scene file already created though, but it does look like you can save scenes at runtime.

  • MegalomaniakMegalomaniak Posts: 2,580Admin

    Considering that the godot editor is itself a godot 'game' I'd say yes. However that doesn't mean it's necessarily trivial.

  • MagicLordMagicLord Posts: 578Unconfirmed
    edited May 2018

    @TwistedTwigleg said:
    Well, this answer from the QA is a little old (pre Godot 3) but it probably will still work with some minor modifications. I’m not sure if you can save over a scene file already created though, but it does look like you can save scenes at runtime.

    It's great, i think i found another way to make some sort of plugins.
    You run a game scene with GUI panels and buttons to choose what tool to use on your models, for example select objects with mouse screen raycast , click another button to move and scale, or some other button to use some mesh splatter brush tool, once it's done you click on a save button to save your modified scene as a packed scene.
    It should be an alternative and easy way to make tools because this is exactly the same as creating a game.

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