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While this may seem silly, (and, really, is a defect in the gdextensions / assetlib), I think there needs to be somewhere we can see the version of godot-jolt we are running. Until some way is added in godot itself, I think it would be a good idea to just put a "version" label in the "project settings > physics > Jolt 3D" screen.
The text was updated successfully, but these errors were encountered:
As much as I would love for there to be a version number prominently displayed somewhere, I don't (as far as I know) really have any way of adding a regular label to the project settings screen, since it's all populated with the help of the ProjectSettings class.
For a while I was debating over whether I should just emit the version into the editor log, much like Godot itself does, but decided it felt a bit too obnoxious/intrusive.
There are of course other cheeky ways of doing it, like adding another tool (under Project > Tools > Jolt Physics) that does nothing but display a popup with the version number or something, but realistically nobody is going to go look for a version number there.
Unfortunately, the cheeky way and just putting it in the editor log were the two things that came to mind for me. Ultimately, I think this is a really a problem on Godot's side, and they need to implement better management of assets installed from the AssetLib tab.
Beyond the editor, even exposing it as a variable I can access somehow would be helpful.
Since Jolt is a conscious choice and a major impact in the way your game is handled and playing, I'm honestly not that adverse to the idea of logging the version in the console on startup.
I'd even go a step further, adding a checkbox setting for checking for version updates every day or week, and showing an update notice in the log as well, similar to the startup notice that running on a separate thread is ignored.
While this may seem silly, (and, really, is a defect in the gdextensions / assetlib), I think there needs to be somewhere we can see the version of godot-jolt we are running. Until some way is added in godot itself, I think it would be a good idea to just put a "version" label in the "project settings > physics > Jolt 3D" screen.
The text was updated successfully, but these errors were encountered: