@xyz said:
You have to understand that 3d mesh and 2d mesh are different beasts, despite the name similarity. This will become apparent if you compare inheritance chains for both classes. 2d mesh needs to conform to the canvas item concept while 3d mesh adheres to visual instance concept. So it's not really a UX issue but rather an architectural one.
Please note I have written several back end modules
Again, I point to the numerous questions peppering reddit or godotengine, and note that it means they cannot make progress in towards their goals.
The 'architectural issue' is in their way. It isn't clear how to setup the appearance of a mesh2d.
You can have a single resource controlling the appearance though. Simply assign a shader material with a simple shader that handles color, texture etc.. All shader's uniforms will be conveniently grouped one after another.
Yes, and I also could add a native module material doing all those things, it would then be a built it within the existing architecture that would make UX better, which is my point.