Firstly, requoting entire posts (gifs and all) is makes this whole thread a nightmare to read, so please don't. You can @me if you want my attention or just requote the first line, or specific text with some ' . . . ' at the end.

Secondly, if you click on the property it absolutely does appear. This is literally shown in my first Gif where a small animated circle denotes me clicking my mouse.

As mentioned, if this does not appear in your case, this is abnormal behaviour and I would suggest first checking previous/existing Github tickets to see if this is a known situational issue, or raising one with a screen recording showing the behaviour on your machine.

The solution to your problem is not to request new functionality to suit your specific workaround (which is unlikely to gain any traction as others don't have this issue), it is to solve the issue that is requiring a workaround to being with.

@Bimbam

"Stop the mouse on the property text and wait ~0.5s (as shown in the gif above)" - you didn't say it was also normal for clicking to also open tooltips. There should be a little guide coming with Godot to explain these things- it shouldn't be you have to google really basic functions of the Godot API. How about clicking on value in the properties- should that display the tooltips? I often go straight to click the value. No one on Godot Forum has ever written to me you should try mousing over the inspector tooltips to get the right syntax- it will help you with other issues. Cyberreality didn't write straight away you can see the code somewhat- The property description - you say you can get help through the GDScript but does it has a code example -especially for the complicated stuff like Styleboxes or Draw()- it is not the API docs.

you didn't say it was also normal for clicking to also open tooltips. Communication breakdown. I took your response to mean "If I click the property, the tooltip will never appear", which is not true. Whether you click the property or not, HOVERING over it will bring it up.

You could set the tooltip delay to 0 if it bothers you so much then it'll popup constantly and you NEVER have to click.

As for the rest of your reply, this has been answered multiple times in this and other posts. Guess I get to test how well the forum's ignore function works -.-

@cloa513 said: Cyberreality didn't write straight away you can see the code somewhat- The property description

It's a matter of your attitude. If you had made a post asking how to do something in Godot, or that you were confused, I would have been happy to help you learn. Instead you started with the premise that Godot was somehow broken, or disrespecting the creators of the engine (that have donated their time for free) by saying stuff like the documentation and API are poor.

I don't wish to be mean, but the issue is that game development is hard, and game engines are very complex programs to learn. Godot is one of the easiest engines out there, but it is still complicated, and you have to invest the time and effort first to learn how it works. And complaining about "missing features" that are actually there, is not helpful. I would recommend doing more research first and actually making an effort to learn so that you are not confused by simple stuff.

This would be the best place to start. Read all the articles on this page: https://docs.godotengine.org/en/stable/getting_started/step_by_step/index.html

Then read this book, which I consider one of the greatest game development books of all time (not just for Godot) and I've read hundreds of books on the topic. https://www.amazon.com/Godot-Engine-Game-Development-Projects-ebook/dp/B079HZD1S7

I do wish you the best of luck with Godot, but please put in some effort.

This is the second time where I feel a conversation has gotten quite a bit off-topic and isn't going to go anywhere. The conversation has changed many times and the current conversation is completely different than the original topic. For the same reason as the last time, I am closing this thread. However, below I have some broad answers to the questions/topics brought up, as I feel it has kinda gotten all over the place in terms of what has been asked/discussed.


In answer to the original question about the inspector: The inspector is written in C++ with Godot. The inspector itself uses the get_property_list function to get all of the exposed properties and dynamically constructs UI from that. You can find the code for the editor, which includes the inspector, here on GitHub. You cannot convert it 1:1 to GDScript, because some functions in C++ are not exposed to GDScript, but if you are looking to make something similar, it would be a good reference.

In answer to the documentation and API: I believe the documentation for Godot is pretty good and the API reference is exactly what you want to consult if you are looking for all the methods, functions, properties, etc in a node. There are some flaws and missing sections, but that's just human error and because the documentation is also open source, it is only going to get better with time. That said, the documentation doesn't tell you exactly how to program your game or how to use everything in every scenario. Instead, you will need to break down what exactly you are trying to do into small, achievable steps, and then tackle each one at a time. The API can help with completing these steps, as well as the Godot Community and search engines (Google, etc), but how you actually implement it will likely depend on your project, what you are trying to achieve, and how you decide to do it. That is why the documentation cannot give solutions to every problem,

In answer to the auto-generated code: Similar to the documentation and API, there is no way to automatically generate code that will be useful beyond very simple problems, because each project has different constraints, design choices, etc. Because there is no right way to do things, there are almost always many ways, there is no good way to automatically generate solutions. Regardless though, such a feature request is best suited to the Godot Proposal repository: https://github.com/godotengine/godot-proposals

In answer to the tool-tip stuff: Tool-tips are pretty normal features and it showing the properties have been part of Godot for years. While it is understandable that users may not know about it, I'm not sure what the confusion is about it still is. Perhaps tool-tips could be mentioned in the documentation though to help keep new users aware of this, but personally I do not think it's too much of an issue. That said, anyone is welcome to make an issue/pull-request on the documentation suggesting such an addition if they think it would be helpful for beginners.


Overall, I think part of the problem with this discussion, and the previous, is that these discussions become about what Godot should or shouldn't do. Ultimately, while it is fine to voice your thoughts and concerns, please note that Godot is used by MANY users and anyone can influence a change by using the proper channels, but these changes need to be made to help everyone, not just a few. That is the way the Godot team designed it and is the way it should be used so they can best prioritize and plan the direction for Godot. If you want to suggest changes to Godot, big or small, the Godot Proposal repository is the place to do it: https://github.com/godotengine/godot-proposals. It's fine to have discussion here about changes/feature-proposals, but please keep in mind that it is not really the channel designed for actually formally proposing/making changes to Godot.

Additionally, as @cybereality mentioned, making games isn't easy and learning Godot takes time, practice, energy, and a commitment to learn. I touched on this a bit earlier in the documentation section, but game development doesn't have a single right path nor does it look the same for everyone. It is a complicated process with many different right ways to do things. You will need to learn game development and learn the engine to make games. Following tutorials, making prototype games, and just generally practicing game development are the only ways to get these skills. There is never going to be a guide to make exactly the game you want, because then it wouldn't be your game and instead would be someone else's. I have been using Godot since Godot 2.0 was first released (3-4 years ago, I think), have contributed many times to all aspects of Godot, and have been a part of the community for years, and I still don't know everything about Godot. Part of what makes game development enjoyable for me is that there's always new things, that it isn't static and you always need to be open-minded and learning. I would highly encourage trying to embrace that game development is a journey, not a fixed destination, and that journey looks different for each developer/project/user.


Again, I am closing this topic due to the discussion going all over the place and having a potential to lead to hurt feelings and/or becoming a heated discussion that benefits no one.

@TwistedTwigleg said: This is the second time where I feel a conversation has gotten quite a bit off-topic and isn't going to go anywhere.

Yeah I was just thinking the same. Good call.