Your theme? I mean the dark one was the best! Godot must hire you, I don't think they would sadly. I don't use Godot as I had before. But the theme on the video is much more good to have fun developing with.
The new theme and asset bar are huge improvement. Thank-you. I wish more engines would prioritize UI theming, as we spend a lot of time looking at the app.
@@wiktorwektor123 true, be it taken from the positive feedback they saw on my posts or coincidence. Once 4.3 eventually releases I'll just be left with adding the shortcut. I added the horizontal split, then in the next update they included it. Again, could be coincidence or they saw the feedback and decided to add it.
what I wish that they imlement something like a chatGPT search. "chatgpt find me all possible settings on turning or changing the oppacity of this window" or "chatgpt find me all possible settings to change color of the grass". If u have Firefox browser it's settings has a search function and acts like similar to that, except it's keyword based as oppose to talking to it like a human.
@@wiktorwektor123 Wait really? Can you link the Github issue for that? I've been using Godot 4.3 and never noticed an hidable FileSystem panel. Or are you refering to something else?
"Asset Drawer" plugin becomes obsolete with Godot 4.3 : - You can dock the "FileSystem" panel at bottom - You can configure a shortcut : Editor Settings > Shortcuts > Toggle last opened Bottom Panel : CTRL+SPACE
I find the Godot default Dark blue quite warming in contrast to unity's gray/unreal's black which looks like taken out from 1990 (I am only talking about the color, not the design).
Tbh, I can't imagine working with a horizontal FileSystem docker. It feels way too crammed and involves way too much scrolling for my taste. I usually even have the FS docker on its own column, so I can see a lot of folders and files on the screen at once and even then I still have to scroll a lot when the projects grow.
Same with having the node tree and properties combined on the right. I work as an engineer usually and use Autodesk Revit, This is also the default there and its horrible you always need to scroll so much. Its way better to sacrifice a bit of real estate on screen to have it all visible. If you need more model view, just buy a higher dpi display
Thank you, that's exactly what I was thinking! The horizontal file manager wastes so much space and due to its inconsistent width across different monitors, I never quite know in what column my file will be. Godot's vertical list based approach is so much clearer, cleaner and space efficient.
Same I disagree with pretty much all the choices in this video. If you want more screen real estate for the editor pane there’s a keyboard shortcut to make it full screen.
That file system dock is for people used to other mechanics. I don't really have room for anything that inflated, but can see possible value in assets existing in disappearing drawer-style areas.
Remember when you needed a paid Unity licence to use the dark theme? Had to pay them to make your eyes not bleed. People used to patch the editor binary to unlock it without a licence. Glad it's not a thing anymore, it was so stupid.
"Like Maya brought out the QWERTY keys ... everybody should adobt that" *Blender stares intensely from the other side of the room From an aesthetics point of view I would consider Godot functional looking and getting better. I also kinda like unreal the best, even though I would ALWAYS prefer a responsive UI over a pretty one. And Unreal on lower end hardware can be very unresponsive. Even their shop / Epic launcher alone. Ugh. I always consider actual usability, flow, accessibility and consistency the most important thing of an application.
@@jusstyno there is. Problem is that it you already used Blender for some time you would have to relearn every shortcut and nearly all tutorials are geared towards standard keyboard layout.
@@jusstyno That is the issue, most tutorials give you „normal“ (it’s not normal) keybinds and then you wonder what you need to do. To this day I hate the middle mouse button usage rather than alt + lmb.
I really missed the possibility to theme the editor when I was using Unity basically daily for like 2 years. Sometimes it'd be just nice to switch out a color theme and make it a bit more enjoyable. I'm really happy that this is possible in Godot.
Indeed it take 2 sec to change it kinda funny that his main complain from godot's UI is about this. Even funnier since it's a channel that exist to learn game engine and showing them.
Today tools aesthetics to me means zero, what I care more about is power, stability and usability. Tools are not games or art they don't need to be pretty they need to work well. I have been bitten hard by caring to much about tool aesthetics before, I've seen really bad game engines, with tools with pretty GUI's but those tools were very unstable and under powered. I have also used engines with tools that looked like Windows XP apps but that were rock solid and very powerful. The best is a mix of the two but that in my experience is hard to come by.
Unreal's Ui looks te best, but I disagree on bleu not being okay. Contrary, blue is often used in composition for backgrounds, since the sky is bleu. And lakes or sea, ocean, very often are background. There is some sane logic behind the choice of blue. Blue can also be use to express distance, especially in landscapes.
Godot would hardly be noticeable, but I agree that having the other 2 open would take up a significant amount of resources. I have no Unity experience, but Unreal Engine can be a hog. It's good to have extra RAM (32gb or higher).
@@not_ever You are right, sorry... limited context in my comment. I meant to the original commenting person, "opening three Godot's isn't anything worth mentioning"
Thank you sir, I downloaded Godot yesterday and I usually use Unreal but wanted to make a lighter project. I randomly stumbled upon your video and it basically sets up godot to the UE layout which I just love. With this I'm off to a good start !
Happy that you find a theme you enjoy. Unreal has the worst UI/UX IMO, but I'm a programmer that learned using Unity. Godot default is good enough for me, but now I know how to customize the theme when I want.
I *feel* like Godot's UI is kinda large where it's unnecessary and really uncomfortably tiny where you need larger icons or buttons or whatever. Wish they had modern Blender look. The old Blender was light-gray plastic look and feel and i hated it so much i didn't use Blender. But i do use it since they changed the UI.
I got the theme and asset drawer, looks nice. I like having more space more my game/coding panel. I didnt use his colors though, I already had my preferred colors set up. :) Thanks for the video!
In terms of aesthetics, I definitely think Unreal Engine looks the best. Unity has always looked gross to me (especially back when they made dark mode a paid-only feature), and Godot has always looked... fine. Not amazing but not ugly with an f.
Is it? I think it's terrible. One of the things I dislike the most about the whole project to be honest. I'm with Mike and prefer Unreal, it's way more professional looking and the Godot logo is weird, too. Actually when I first saw the logo I thought it was a game engine for kids.
@@ghostradiodelete I like the logo cuz it makes me think of retro games but ngl it is pretty kiddy. I hated Unreal’s UI, so dated looking and more like a “modding engine” than professional software, maybe it’s better now since I tried it
@@panampaceI felt that way about Unreal 4’s interface. Very dated. But after the UI update with UE5, it’s significantly less dated and more modern looking. Just a bit overwhelming with menus and properties
I'm not a programmer but even I don't want to take on the task that's subjective. Unlike programming a feature say makes the software run faster/smoother, everyone sees that and appreciates that, but UI is very personal and subjective, idk who wants to take on that task. The best I would do is make a theme manager with import and export theme options like Zbrush, and the subjective part will just fall to the user or community.
@@MangaGamified Godot's way of customizing UI is already quite good. You can make themes really different to the base to suit your likes. However, stuff like animated dropdowns, selection wheels, property tabs, all of that can improve an UI a lot and I feel like most people wouldn't say they don't like them, cause that's basically improving on usability. That's what blender 2.8 did. Of course I don't got any idea of c++ UI programing either, so I wouldn't even dare to try on making it xD
@@containedhurricane you can take a look at using flecs, though right now there isn't anything to support it in editor (self promo but I'm working on it)
Considering only out-of-box experience, Unity is pretty much the only mainstream engine that is hideous. Its UI is super cluttered and the design overall is not aesthetically pleasing. UE5 is the best-looking one, and Godot 4 is fine, it certainly doesn't look bad at all. And now, considering Godot 4's most options for customisation, it is the best in that department. Just its ability to change the general color scheme already makes it stand out.
all the UIs are good enough and relatively similar in practice to me. they could all be improved a lot in terms of ux and organization, but the colors are the least of my concerns
i prefer godot 2 schemes! but yeah maybe because i like purple and its variant but also i mighjt turn the background a little bit darker or less saturated too wich making it closer to how google's material you UI color works
This is great , definitely something I will use. I was planning on making something to this effect , the moment I opened up the Godot theme my head just exploded at the bulk. Godot really needs to rework it's theme engine working with it is such a headache far from being user or programmer friendly.
Only thing that I care within a tool to have a dark theme, rest what is more important is UX, lack of weirdness and performance. Maybe unreal in UI in this version is quite nice, but UX is same craziness that was in Unreal since forever. In short, nothing is matter except dark theme.
I only work in Godot, but I really like the way UE4 looks and the way the interface elements are placed in Unity, although those corners in Unity will cut your eye. I tried your suggestion right away. I really liked how the interface shrunk down decently. I remember in the Godot community discussing how the engine has an exessive use of outlines and some elements have well, a lot of extra lines that just take up interface space. I also noticed how the square corners of all of Godot's buttons and fields have been smoothed out, and I really like that. All modern apps have been without square buttons for a long time now, and this change has modernised Godot quite a bit :D I've been wanting to try a similar layout for a long time, but have had a hard time with the file system. The file system asset was the cherry on the cake, it really did get better with it. Thanks for the recommendation!
Unity have always aesthetic between interface of Windows XP and old school iMac and only few years ago finally got a dark mode, nobody ever talk about any fancy editor themes
I made some comment on this a while back, maybe a month ago, and someone posted their dream interface for Godot and it was worlds better. I think Godot's interface is still ugly as sin and much prefer something like Unreal, but I really hate working with Unreal and would choose Unity over the other two if not for that fact of Unity the company. I'm still using Godot, for now.
Do I have to download and install the asset drawer to every project manually? Also, do I have to set the theme for every project as well? I'm new to godot and though I don't have many projects I don't want to go through all of them and set this up one by one if it's not necessary.
Oh.. thats odd to hear. I personally thought Godots default UI was actually quite visually appealing and intuitive in 4.0 But as you said, eye of the beholder I guess :P
In my humble opinion: Default Godot is really great and perfectly fine to use. It's good if people like this, but it's such a minimal change that I don't think productivity would really change.
Godot doesn't need to be pretty, but more performant. It'd better have something like Unity DOTS for C#, so we could make a massive open-world multiplayer game like V Rising with it
I totally agree about the CTRL+Space opening the asset browser from unreal engine, every single engine show copy that, after using that and going to a different engine it feels like such a chore to find the asset browser
As someone working for my company as Tools Programmer I need to check if our editor has Ctrl+Space show/hide functionality (not this key combination as it can be rebinded, but overall functionality). If it doesn't I guess it's time to get inspired ;)
Yes, they have slowly been adding my plugin into the engine natively be it coincidence or as a result of them seeing the positive feedback on my social media posts. I created the horizontal split in this plugin, then they added it. I added the ability to put the files at the bottom, now they are adding it. Maybe one day they will add the shortcut key too lol
Yes, they took care of color of their brand so that it looks great! Epic uses UE5 too, so they like to make it good for both us, and them. Now that I am satisfied
UE5 is my favorite. It's even a big improvement from UDK and UE4 days. I remember playing with Steam and Cryengine back in the day and those were just painful to use IMO.
Thanks for bringing the attention to this. I agree with your "ranking" of UX aesthetics between the 3. UE looks the best, followed by Godot and Unity desperately needs a face lift.
I like the blue theme, but supported custom themes with fonts, and theme maker that include fonts would be awesome for Godot. Also not always open in full screen, and open in the last state you had it in would go awesome.
After staring at Godot engine for many hours with default colors hurt my eyes. I found that when I changed the contrast and changed the colors to very dark green and dark green in general, I can code for many hours without eye strain at all. Dark Green is very majestic and easy on the eyes for me. And it is much nicer than the one shown on this video too, I wish I can show it here.
The default layout is great for ultrawide monitors as you can have a standard 16:9 viewport with room on either side for the tabs, but I do like this layout for a standard monitor.
I've only just started using godot and find the default theme to be just fine, it actually felt familier like I was using a blue themed version of blender
I got started in Game dev using Godot 3 and have 4, and when I tried Unity out I thought that it was ugly and outdated looking in comparison to Godot. I hate the 3d navigation in Unity it seems wonky and weird to me, and if you have multiple assets/prefabs that look similar but have subtle differences you can't tell them apart at a glance in the folder because the Titles are cut-off halfway, then imagine a big game project with hundreds of these and you have to hover over them and look down in the corner to see the full title! I hope you can change that in the preferences. Yeah I think Godot's UI is much cleaner, don't mind the blueish gray, if you can change the color yourself that's cool too.
I love Godot's color scheme. Adding ANY color, even a grayish-blue is still miles better than the standard grayscale colors of other engines and tools. It just feels more like a fun program for making fun games, and not a serious, adult, sleek corporate tool.
It would have been nice to show a godot4 stock vs godot4 themed side-by-side at the end, it's easy enough to bootleg it up with skipping between timestamps but it would have been nice anyway, something to keep in mind for future videos in this style perhaps (ideally showing the exact same scene as well)? For anyone else wanting to do this: 3:34 & 10:34 Now I actually don't hate godot4's (especially compared to stock godot 2 which I used enough to develop Stockholm syndrome) factory look & feel, but I do agree that the minimal theme, asset drawer, and theme tweaks takes it up a notch!
Generally I think "How easy is it to find and use things?" trumps "what does it look like?". Functionality over form/looks. Within reason. However I did like the fact things can be beautified. Thanks for the vid.
My guess with the blue is that is a somewhat in-between dark and light color, so dark mode devs are not being blinded and light mode devs dont find it too dark to complain. Blue is also a really good color for making something both a bit more approachable and appealing.
I actually like how Godot looks like right now. I'm open to it being improved further, but I wouldn't mind it staying the way it is all that much. The color choice is fine, definitely better than Unity and Unreal.
I am making a game and this video scares the hell out of me. As a systems programmer I like godot 4's ui interface. You saying it is ugly makes me think I have no business making any kind of design oriented decisions 😂
I came from BGE (the engine inside older versions of blender) and the biggest thing I missed in godot is the possibility to add, remove and change the tabs. As an example, I used to let 2 tabs on right, with scene objects and the properties, while the main part of the screen was filled with the 3D view and at the bottom the scripting tab. Everything was easy to access easy, if I want more focus (ou more space for text) in one tab, a shortcut would make it fullscreen, and if I was doing things like animation, was just a matter of changing the bottom tab to the animation editor. It was hard to get used to not move everything whenever nedded
To be fair. While I think Godot could look better, I think Unity has always looked ugly. No that I necessarily always no where to look for certain options in UE, but I think it is the much better looking engine UI.
Godot isn't just "theme-able", you can literally change every aspect of it. As everything uses the same tools it provides. Well... If you invest the time that is.
As nice as that theme is, I've got to say that I am quite fond of the blue tint. The plugin for the drawer also seems quite useful, but I really prefer my filesystems vertical. It is much easier to handle and worth sacrificing screen space for me.
Why does Godot bot look like Peter Parker from Spider-Man 3. Good video as always. I prefer having my docks (4x) on the left-side since I read left to right and it's easier to drag assets to the GDscript/view window being a right-handie.
Certainly, I'd be happy to assist with that. As for the matter of switching between engines, I can see how that would make sense. While it doesn't personally bother me, I understand that it can be a concern when it comes to rendering on Windows. It is quite remarkable that there is competition in this area. Is there anything else I can help you with?
Dont wait for content creators to switch to something you enjoy! With that said, I am very excited for Brackeys switching to Godot. Definitely good sign for Godot.
@@overthr0w138 actually I ws using unity and c# but after the drama (and ig unity is bloated according to me ) I switched to rust I was looking for learning Godot I did started but rust js seemed more of a choice what I ment from orignal post was that I would learn godot cause idk why but only brackeys seems the one who reaches in a amazing manner
Currently, I like Godot the most, I just really like how it looks. I think it chooses function over fashion while still making it look polished and tidy. It's a nice aesthetic for me. Unreal I've never vibed with for some reason. Every time I look at it, I'm like, nah. Unity is in the middle for me, but it also used to be on top for me, similar to what you said.
Did you noticed Mike that now the 3.5 have dead links when we are looking those projects for that versions now are longer and actually I wanna take one in particular was turned base game do you know any repository for this?? BTW ITS BEEN WONDERFUL YEARS WITH MIKE WORKALHOLIC🎉🎉🎉. Your hair is turning grey and myself getting bald😅😅
Most definitely more beautiful and arguably more functional. Thanks! I hate that plugins are per-project only as "Asset Drawer" would be better as a global plugin. One thing i've always felt off putting is the script editor. In normal resolution monitors, there's some lack of space for the code, and the side bar for the script editor is off putting. For the most part, external IDE is the way to go anyhow given that they are more powerful, including refactor support. Comparing Godot script IDE to Jetbrains IDE is night and day.
By the way, the Asset Drawer addon is lowkey broken and it overlaps the bottom bar making it unreadable. There's another plugin that does the EXACT same thing but fixes this problem, called NV File System. It's also in the Asset Library in Godot. It also has a hotkey to toggle it's position from the side to the bottom.
Actually, it doesn't have the ctrl + space hotkey, but I fixed that by copy/pasting the _input process from Asset Drawer addon as well as the "showing" bool and just swapped out the name of the file dock instance. Took like 15 seconds to fix.
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Blender UI?)))
You link to AssetDrawer while 11:22 I'm wondering where's the Godot version of the SunTemple 🤣
Thanks for showing how to use my theme! ♥
thank you so much for this theme
Just wait till I show you how to use your blender Addon!
@@gamefromscratch 👀👀👀
As a viewer of gamesfromscratch, I thank you for making a theme that not just it's mother would love ❤
Your theme?
I mean the dark one was the best!
Godot must hire you, I don't think they would sadly.
I don't use Godot as I had before. But the theme on the video is much more good to have fun developing with.
"the interface that only mother could love" 💀💀
"which even she would agree that her child is a bit ugly"
@@kaya_stu kkkkkkkkkkkkkkkkk
Funny because even that UI looks miles better than older unreal screens
Blender pre-2.8: "I was a cautionary tale, not an instruction manual!"
@@barret-xiii Blender 7.3(a) :- "What the F* am I looking at? Is that a game engine?"
The new theme and asset bar are huge improvement. Thank-you. I wish more engines would prioritize UI theming, as we spend a lot of time looking at the app.
Asset bar will be in Godot 4.3
@@wiktorwektor123 true, be it taken from the positive feedback they saw on my posts or coincidence. Once 4.3 eventually releases I'll just be left with adding the shortcut. I added the horizontal split, then in the next update they included it. Again, could be coincidence or they saw the feedback and decided to add it.
what I wish that they imlement something like a chatGPT search. "chatgpt find me all possible settings on turning or changing the oppacity of this window" or "chatgpt find me all possible settings to change color of the grass".
If u have Firefox browser it's settings has a search function and acts like similar to that, except it's keyword based as oppose to talking to it like a human.
@@wiktorwektor123 Wait really? Can you link the Github issue for that? I've been using Godot 4.3 and never noticed an hidable FileSystem panel. Or are you refering to something else?
Bro, you've just fixed my problem of not feeling comfortable using godot that i had for more than 3 years.
"Asset Drawer" plugin becomes obsolete with Godot 4.3 :
- You can dock the "FileSystem" panel at bottom
- You can configure a shortcut : Editor Settings > Shortcuts > Toggle last opened Bottom Panel : CTRL+SPACE
On 4.3.Stable, running Asset Drawer. He must have patched it
I find the Godot default Dark blue quite warming in contrast to unity's gray/unreal's black which looks like taken out from 1990 (I am only talking about the color, not the design).
when I think about the 90's I think of white theme, like, blender 2.0, not really dark themes...
I mean to be fair Unreal's fundamental design philosophy IS from the 90's but. Yea that's fair
Tbh, I can't imagine working with a horizontal FileSystem docker. It feels way too crammed and involves way too much scrolling for my taste. I usually even have the FS docker on its own column, so I can see a lot of folders and files on the screen at once and even then I still have to scroll a lot when the projects grow.
Same with having the node tree and properties combined on the right. I work as an engineer usually and use Autodesk Revit, This is also the default there and its horrible you always need to scroll so much. Its way better to sacrifice a bit of real estate on screen to have it all visible. If you need more model view, just buy a higher dpi display
Thank you, that's exactly what I was thinking! The horizontal file manager wastes so much space and due to its inconsistent width across different monitors, I never quite know in what column my file will be. Godot's vertical list based approach is so much clearer, cleaner and space efficient.
Same I disagree with pretty much all the choices in this video. If you want more screen real estate for the editor pane there’s a keyboard shortcut to make it full screen.
That file system dock is for people used to other mechanics. I don't really have room for anything that inflated, but can see possible value in assets existing in disappearing drawer-style areas.
I use a lot of panes in their own window on a second monitor including the code editor..
I actually like the slate blue, but a neutral grey is probably better for not influencing the aesthetics of the project you're working on.
This.
Wow this theme actually looks good
glad im not the only one who doesnt really like the godot blue. the minimal theme is great, def need to try it out
Yes, I see why you like that theme and plugin. It's indeed more appealing to the eyes.
I like the way that godot is already
Remember when you needed a paid Unity licence to use the dark theme? Had to pay them to make your eyes not bleed. People used to patch the editor binary to unlock it without a licence. Glad it's not a thing anymore, it was so stupid.
"Like Maya brought out the QWERTY keys ... everybody should adobt that"
*Blender stares intensely from the other side of the room
From an aesthetics point of view I would consider Godot functional looking and getting better. I also kinda like unreal the best, even though I would ALWAYS prefer a responsive UI over a pretty one. And Unreal on lower end hardware can be very unresponsive. Even their shop / Epic launcher alone. Ugh.
I always consider actual usability, flow, accessibility and consistency the most important thing of an application.
I'm no expert but I've heard that Blender has a toggle to use "industry standard keys" as they call it. don't quote me on that tho
@@jusstyno there is. Problem is that it you already used Blender for some time you would have to relearn every shortcut and nearly all tutorials are geared towards standard keyboard layout.
@@jusstyno That is the issue, most tutorials give you „normal“ (it’s not normal) keybinds and then you wonder what you need to do. To this day I hate the middle mouse button usage rather than alt + lmb.
I prefer the default look
I really missed the possibility to theme the editor when I was using Unity basically daily for like 2 years. Sometimes it'd be just nice to switch out a color theme and make it a bit more enjoyable. I'm really happy that this is possible in Godot.
Just change blue color to yellow/orange/Green/Red. It looks so good. You can change the editor color easily.
It's what I usually do. Just dark (#262523) + orange (#ff7700), 0.3 contrast, tweak the text size and I'm done. I'm too lazy to care about themes. :)
@@skaruts My Editor Accent Color is f79c00, base color is 1f2d34 and contrast is 0.3. It is really beautiful. :D
Purple. :)
Indeed it take 2 sec to change it kinda funny that his main complain from godot's UI is about this. Even funnier since it's a channel that exist to learn game engine and showing them.
Today tools aesthetics to me means zero, what I care more about is power, stability and usability. Tools are not games or art they don't need to be pretty they need to work well.
I have been bitten hard by caring to much about tool aesthetics before, I've seen really bad game engines, with tools with pretty GUI's but those tools were very unstable and under powered.
I have also used engines with tools that looked like Windows XP apps but that were rock solid and very powerful.
The best is a mix of the two but that in my experience is hard to come by.
Unreal's Ui looks te best, but I disagree on bleu not being okay. Contrary, blue is often used in composition for backgrounds, since the sky is bleu. And lakes or sea, ocean, very often are background. There is some sane logic behind the choice of blue. Blue can also be use to express distance, especially in landscapes.
I didn't think godot could look this good. Huge props for suggesting the asset drawer plugin, absolutely brilliant
blud just flexed his pc by opening Three of them at same time. 💀
That’s not even hard to do lmao how bad is your pc
It's just Godot, flex with UE5 haha
@@moshmoshpitpit to be fair, he had Unity and UE5 open aswell as 3 different Godot versions.
Godot would hardly be noticeable, but I agree that having the other 2 open would take up a significant amount of resources. I have no Unity experience, but Unreal Engine can be a hog. It's good to have extra RAM (32gb or higher).
@@not_ever You are right, sorry... limited context in my comment. I meant to the original commenting person, "opening three Godot's isn't anything worth mentioning"
Thank you sir, I downloaded Godot yesterday and I usually use Unreal but wanted to make a lighter project. I randomly stumbled upon your video and it basically sets up godot to the UE layout which I just love. With this I'm off to a good start !
Happy that you find a theme you enjoy. Unreal has the worst UI/UX IMO, but I'm a programmer that learned using Unity. Godot default is good enough for me, but now I know how to customize the theme when I want.
Oh my god asset drawer is so nice thank you for telling us!
Glad you like it!
I *feel* like Godot's UI is kinda large where it's unnecessary and really uncomfortably tiny where you need larger icons or buttons or whatever. Wish they had modern Blender look. The old Blender was light-gray plastic look and feel and i hated it so much i didn't use Blender. But i do use it since they changed the UI.
I don't get the hate behind the blue theme, it's not distracting to me but it's more comforting.
I got the theme and asset drawer, looks nice. I like having more space more my game/coding panel. I didnt use his colors though, I already had my preferred colors set up. :) Thanks for the video!
Glad you enjoy the plugin
In terms of aesthetics, I definitely think Unreal Engine looks the best. Unity has always looked gross to me (especially back when they made dark mode a paid-only feature), and Godot has always looked... fine. Not amazing but not ugly with an f.
Godot’s UI is honestly pretty flawless. It’s one of the first things people find appealing about the engine.
Is it? I think it's terrible. One of the things I dislike the most about the whole project to be honest. I'm with Mike and prefer Unreal, it's way more professional looking and the Godot logo is weird, too. Actually when I first saw the logo I thought it was a game engine for kids.
@@ghostradiodelete I like the logo cuz it makes me think of retro games but ngl it is pretty kiddy.
I hated Unreal’s UI, so dated looking and more like a “modding engine” than professional software, maybe it’s better now since I tried it
There are some spacing issues here and there. For example, the hierarchy is unclear in the transform section of the inspector.
Not me I hated it and this theme just made Godot a whole lot better.
@@panampaceI felt that way about Unreal 4’s interface. Very dated. But after the UI update with UE5, it’s significantly less dated and more modern looking. Just a bit overwhelming with menus and properties
Tbh Godot's starting to need an UI revamping sort of what blender 2.8 did
I'm not a programmer but even I don't want to take on the task that's subjective. Unlike programming a feature say makes the software run faster/smoother, everyone sees that and appreciates that, but UI is very personal and subjective, idk who wants to take on that task.
The best I would do is make a theme manager with import and export theme options like Zbrush, and the subjective part will just fall to the user or community.
@@MangaGamified Godot's way of customizing UI is already quite good. You can make themes really different to the base to suit your likes. However, stuff like animated dropdowns, selection wheels, property tabs, all of that can improve an UI a lot and I feel like most people wouldn't say they don't like them, cause that's basically improving on usability. That's what blender 2.8 did.
Of course I don't got any idea of c++ UI programing either, so I wouldn't even dare to try on making it xD
Hard disagree. Godot’s ui is excellent as is. I wouldn’t mind some revamping to the 3d scene editor but that’s it.
I'd prefer the developers to make something like Unity DOTS for C#, so we could make a massive open-world multiplayer game like V Rising with it
@@containedhurricane you can take a look at using flecs, though right now there isn't anything to support it in editor (self promo but I'm working on it)
I usually just change the default colors and thats all i need. but the theme is actually really great
Considering only out-of-box experience, Unity is pretty much the only mainstream engine that is hideous. Its UI is super cluttered and the design overall is not aesthetically pleasing. UE5 is the best-looking one, and Godot 4 is fine, it certainly doesn't look bad at all. And now, considering Godot 4's most options for customisation, it is the best in that department. Just its ability to change the general color scheme already makes it stand out.
all the UIs are good enough and relatively similar in practice to me. they could all be improved a lot in terms of ux and organization, but the colors are the least of my concerns
Great theme! I usually switch to the grey theme but I’ll definitely use this
I'll still prefer godot theme. It feels like cozy .
Same brother...
Its just that you got used to it. This is so much more modern and easy to the eyes imo
@@NachitenRemix And people prefer unreal and unity because they "got used to it".
@@hipflipped No because it looks better.
i prefer godot 2 schemes! but yeah maybe because i like purple and its variant
but also i mighjt turn the background a little bit darker or less saturated too wich making it closer to how google's material you UI color works
This is great , definitely something I will use. I was planning on making something to this effect , the moment I opened up the Godot theme my head just exploded at the bulk. Godot really needs to rework it's theme engine working with it is such a headache far from being user or programmer friendly.
This looks sooo much nicer tyvm!
Only thing that I care within a tool to have a dark theme, rest what is more important is UX, lack of weirdness and performance. Maybe unreal in UI in this version is quite nice, but UX is same craziness that was in Unreal since forever. In short, nothing is matter except dark theme.
I only work in Godot, but I really like the way UE4 looks and the way the interface elements are placed in Unity, although those corners in Unity will cut your eye.
I tried your suggestion right away. I really liked how the interface shrunk down decently. I remember in the Godot community discussing how the engine has an exessive use of outlines and some elements have well, a lot of extra lines that just take up interface space.
I also noticed how the square corners of all of Godot's buttons and fields have been smoothed out, and I really like that. All modern apps have been without square buttons for a long time now, and this change has modernised Godot quite a bit :D
I've been wanting to try a similar layout for a long time, but have had a hard time with the file system. The file system asset was the cherry on the cake, it really did get better with it.
Thanks for the recommendation!
The nice, clean, comfortable look of the current 4.0 interface is perfect. They've done a great job tweaking it each iteration.
It's funny how UE4 was one of the roughest, and it went in UE5 to looking the best
Unity have always aesthetic between interface of Windows XP and old school iMac and only few years ago finally got a dark mode, nobody ever talk about any fancy editor themes
I made some comment on this a while back, maybe a month ago, and someone posted their dream interface for Godot and it was worlds better. I think Godot's interface is still ugly as sin and much prefer something like Unreal, but I really hate working with Unreal and would choose Unity over the other two if not for that fact of Unity the company. I'm still using Godot, for now.
Marvellous! I love this interface, Thank you for showing us this way of making godot prettier 😁
9:09 Mike: BEHOLD! GODUNITY!
I like the default theme. The asset drawer though sounds great though.
Godot reminds me of all the scratch versions lol. I've been around since scratch 1 up to 3 and Godot 1-4 has just as amazing a change omg
Do I have to download and install the asset drawer to every project manually? Also, do I have to set the theme for every project as well? I'm new to godot and though I don't have many projects I don't want to go through all of them and set this up one by one if it's not necessary.
Oh.. thats odd to hear. I personally thought Godots default UI was actually quite visually appealing and intuitive in 4.0
But as you said, eye of the beholder I guess :P
Godot interface seems somehow old-fashioned to me, reminds me a little of the late 90s . I find Unity the most pleasant, Unreal 5 the most beautiful.
In my humble opinion: Default Godot is really great and perfectly fine to use. It's good if people like this, but it's such a minimal change that I don't think productivity would really change.
I always liked godot design better than unity's. Even old godot compared to unity. More even if you compare to unity's light mode.
Godot doesn't need to be pretty, but more performant. It'd better have something like Unity DOTS for C#, so we could make a massive open-world multiplayer game like V Rising with it
Great video! The UI was always my biggest reason for not getting engaged. I see myself using it more now.
I totally agree about the CTRL+Space opening the asset browser from unreal engine, every single engine show copy that, after using that and going to a different engine it feels like such a chore to find the asset browser
As someone working for my company as Tools Programmer I need to check if our editor has Ctrl+Space show/hide functionality (not this key combination as it can be rebinded, but overall functionality). If it doesn't I guess it's time to get inspired ;)
bottom system file was added in godot 4.3
Yes, they have slowly been adding my plugin into the engine natively be it coincidence or as a result of them seeing the positive feedback on my social media posts. I created the horizontal split in this plugin, then they added it. I added the ability to put the files at the bottom, now they are adding it. Maybe one day they will add the shortcut key too lol
@@GlitchedCode that is great. 😮
Yeah I agreed with the UE UI is the best looking UI
Yes, they took care of color of their brand so that it looks great!
Epic uses UE5 too, so they like to make it good for both us, and them.
Now that I am satisfied
Your layout is very blender esq and I honestly quite like that. Might adopt it myself
UE5 is my favorite. It's even a big improvement from UDK and UE4 days. I remember playing with Steam and Cryengine back in the day and those were just painful to use IMO.
Thanks for bringing the attention to this. I agree with your "ranking" of UX aesthetics between the 3. UE looks the best, followed by Godot and Unity desperately needs a face lift.
I like the blue theme, but supported custom themes with fonts, and theme maker that include fonts would be awesome for Godot. Also not always open in full screen, and open in the last state you had it in would go awesome.
After staring at Godot engine for many hours with default colors hurt my eyes. I found that when I changed the contrast and changed the colors to very dark green and dark green in general, I can code for many hours without eye strain at all. Dark Green is very majestic and easy on the eyes for me. And it is much nicer than the one shown on this video too, I wish I can show it here.
The default layout is great for ultrawide monitors as you can have a standard 16:9 viewport with room on either side for the tabs, but I do like this layout for a standard monitor.
Thanks for the heads up. I agree with everything in this video and you just got me a new godot theme.
As somebody coming over from UE, this was a godsend - thank you so much for showing the possibilities!
I've only just started using godot and find the default theme to be just fine, it actually felt familier like I was using a blue themed version of blender
I got started in Game dev using Godot 3 and have 4, and when I tried Unity out I thought that it was ugly and outdated looking in comparison to Godot.
I hate the 3d navigation in Unity it seems wonky and weird to me, and if you have multiple assets/prefabs that look similar but have subtle differences you can't tell them apart at a glance in the folder because the Titles are cut-off halfway, then imagine a big game project with hundreds of these and you have to hover over them and look down in the corner to see the full title! I hope you can change that in the preferences.
Yeah I think Godot's UI is much cleaner, don't mind the blueish gray, if you can change the color yourself that's cool too.
Wow looks so nice with the modificatons!
I love Godot's color scheme. Adding ANY color, even a grayish-blue is still miles better than the standard grayscale colors of other engines and tools.
It just feels more like a fun program for making fun games, and not a serious, adult, sleek corporate tool.
i really like your final setup.
It would have been nice to show a godot4 stock vs godot4 themed side-by-side at the end, it's easy enough to bootleg it up with skipping between timestamps but it would have been nice anyway, something to keep in mind for future videos in this style perhaps (ideally showing the exact same scene as well)?
For anyone else wanting to do this:
3:34
&
10:34
Now I actually don't hate godot4's (especially compared to stock godot 2 which I used enough to develop Stockholm syndrome) factory look & feel, but I do agree that the minimal theme, asset drawer, and theme tweaks takes it up a notch!
super good video, saved for future reference when i start Godot learning
Generally I think "How easy is it to find and use things?" trumps "what does it look like?". Functionality over form/looks. Within reason. However I did like the fact things can be beautified. Thanks for the vid.
My guess with the blue is that is a somewhat in-between dark and light color, so dark mode devs are not being blinded and light mode devs dont find it too dark to complain. Blue is also a really good color for making something both a bit more approachable and appealing.
I actually like how Godot looks like right now. I'm open to it being improved further, but I wouldn't mind it staying the way it is all that much. The color choice is fine, definitely better than Unity and Unreal.
I am making a game and this video scares the hell out of me. As a systems programmer I like godot 4's ui interface. You saying it is ugly makes me think I have no business making any kind of design oriented decisions 😂
Thank your for the video , really helped me out
I actually like the blue hue, so let's disagree on that point
I actually like blue theme of Godot. It's refreshing after seeing so many gray interfaces.
I came from BGE (the engine inside older versions of blender) and the biggest thing I missed in godot is the possibility to add, remove and change the tabs. As an example, I used to let 2 tabs on right, with scene objects and the properties, while the main part of the screen was filled with the 3D view and at the bottom the scripting tab. Everything was easy to access easy, if I want more focus (ou more space for text) in one tab, a shortcut would make it fullscreen, and if I was doing things like animation, was just a matter of changing the bottom tab to the animation editor. It was hard to get used to not move everything whenever nedded
unreal had a nice UI back when there weren't so many features
It perplexes me why anyone would want to look at a file system in any layout other than a vertical tree.
For images, I get the grid folder contents on a split view, but I feel the same about navigating folders.
To be fair. While I think Godot could look better, I think Unity has always looked ugly. No that I necessarily always no where to look for certain options in UE, but I think it is the much better looking engine UI.
Godot isn't just "theme-able",
you can literally change every aspect of it.
As everything uses the same tools it provides.
Well... If you invest the time that is.
As nice as that theme is, I've got to say that I am quite fond of the blue tint.
The plugin for the drawer also seems quite useful, but I really prefer my filesystems vertical. It is much easier to handle and worth sacrificing screen space for me.
Honestly, that first version looks charming, like a childs doodle
Why does Godot bot look like Peter Parker from Spider-Man 3. Good video as always. I prefer having my docks (4x) on the left-side since I read left to right and it's easier to drag assets to the GDscript/view window being a right-handie.
Certainly, I'd be happy to assist with that. As for the matter of switching between engines, I can see how that would make sense. While it doesn't personally bother me, I understand that it can be a concern when it comes to rendering on Windows. It is quite remarkable that there is competition in this area. Is there anything else I can help you with?
code editor's theme => gruvbox
code font => JetbrainsMono semi-bold and bold
I like jetbrains for the editor font too.
Ama switch to godot since brackeys is back for godot
Dont wait for content creators to switch to something you enjoy! With that said, I am very excited for Brackeys switching to Godot. Definitely good sign for Godot.
@@ShiloBuff actually i was wishing for him to teach godot since i cant find someone good enoguh tho when he teaches its a diff story!!!
@@skubed007 GDQuest also has a good godot resources
sadly that one still yet to give 4.x tutorials
@@overthr0w138 actually I ws using unity and c# but after the drama (and ig unity is bloated according to me ) I switched to rust I was looking for learning Godot I did started but rust js seemed more of a choice what I ment from orignal post was that I would learn godot cause idk why but only brackeys seems the one who reaches in a amazing manner
yup agree switched to unreal sucked for a few months I love it but to each their own Godot could be fun too @ShiloBuff
Instead of using 252525, use 242424 and make it look just like Visual Studio, I also set "Custom Display Scale" to .8 and it looks awesome now
The blue makes it stand out and matches the godot logo which will never change either if you believe Juan 😃
The way you had your Godot set up by the end reminds me a lot of Cinema 4D
In a world of ultra wide, the extra screen real estate is not in the top or bottom - it's to the left and right.
Currently, I like Godot the most, I just really like how it looks. I think it chooses function over fashion while still making it look polished and tidy. It's a nice aesthetic for me. Unreal I've never vibed with for some reason. Every time I look at it, I'm like, nah. Unity is in the middle for me, but it also used to be on top for me, similar to what you said.
Did you noticed Mike that now the 3.5 have dead links when we are looking those projects for that versions now are longer and actually I wanna take one in particular was turned base game do you know any repository for this?? BTW ITS BEEN WONDERFUL YEARS WITH MIKE WORKALHOLIC🎉🎉🎉. Your hair is turning grey and myself getting bald😅😅
Most definitely more beautiful and arguably more functional. Thanks! I hate that plugins are per-project only as "Asset Drawer" would be better as a global plugin.
One thing i've always felt off putting is the script editor. In normal resolution monitors, there's some lack of space for the code, and the side bar for the script editor is off putting. For the most part, external IDE is the way to go anyhow given that they are more powerful, including refactor support. Comparing Godot script IDE to Jetbrains IDE is night and day.
By the way, the Asset Drawer addon is lowkey broken and it overlaps the bottom bar making it unreadable. There's another plugin that does the EXACT same thing but fixes this problem, called NV File System. It's also in the Asset Library in Godot. It also has a hotkey to toggle it's position from the side to the bottom.
Actually, it doesn't have the ctrl + space hotkey, but I fixed that by copy/pasting the _input process from Asset Drawer addon as well as the "showing" bool and just swapped out the name of the file dock instance. Took like 15 seconds to fix.
func _input(event: InputEvent) -> void:
if event is InputEventKey:
if (Input.is_key_pressed(KEY_SPACE) &&
Input.is_key_pressed(KEY_CTRL)):
if docked == true:
match showing:
false:
make_bottom_panel_item_visible(file_system)
showing = true
true:
print("hide")
hide_bottom_panel()
showing = false