Hi all!

I just started learning the Godot engine and I'm having some difficulty with the editor. I have the following node structure:

-> SubViewPortContainer
-> SubViewPort1
-----> Camera2D
------.... 2d Entities
-> SubViewPort2
-----> Camera3D
------.... 3d Entities

I have the 2D view selected in the main scene. When I select the SubViewPortContainer , I see a preview of the objects under both viewports. When I click on Camera3D, however, the scene view automatically switches to the 3D view. This stops me from clicking on the 3D camera or 3d Entities and adjusting the Inspector properties such as x, y, z etc while still seeing the SubViewPortContainer combined view.

My question: is there a way to stop the editor from automatically switching view type to the selected node type (2d vs 3d)? I just want the view to be the viewport controller and that's it, I should be able to edit node properties without leaving my original view.

Maybe I'm missing something. I looked into the editor settings 'text_editor/behavior/navigation/stay_in_script_editor_on_node_selected', and was looking for a similar property for keeping the view locked.

Any ideas?

Thank you for your time

  • I'm looking at the engine source, and there doesn't appear to be any way around it as is, unfortunately. When you select an object, EditorNode asks all of the plugins which of them can handle it, and each of them get their edit method called. For an object derived from Node3D, this means that Node3DEditorPlugin gets activated and displays the 3D scene. I'm not seeing anything that could circumvent that.

    I think this would probably make a good proposal in the godot-proposals repo, if there isn't already one. You definitely seem to have a valid use case. It would conceivably also be nice to be able to split the view between 2D and 3D, which currently isn't possible.

sebialex changed the title to Editor view changes from 2D to 3D when I select a 3D Node .

I'm looking at the engine source, and there doesn't appear to be any way around it as is, unfortunately. When you select an object, EditorNode asks all of the plugins which of them can handle it, and each of them get their edit method called. For an object derived from Node3D, this means that Node3DEditorPlugin gets activated and displays the 3D scene. I'm not seeing anything that could circumvent that.

I think this would probably make a good proposal in the godot-proposals repo, if there isn't already one. You definitely seem to have a valid use case. It would conceivably also be nice to be able to split the view between 2D and 3D, which currently isn't possible.