+19
Under Review

dock the fuzzy finder

gamesfan 6 months ago • updated by Lazlo Bonin (Lead Developer) 3 months ago 21 2 duplicates

Can you add the option to dock the fuzzy finder window? in settings perhaps so we can have both options. Right click to show and/or visible always with option to dock it somewhere 

Duplicates 2

Good idea but you are mostly going to be dragging out from unit nodes and the fuzzy will appear exactlly there where your mouse is. But as you say it is always nice to have extra options. Maybe Lazlo will put this one in for you.

+1

When there is the need to insert 2 or 3, etc. similar units, but in order to do that I need to open the fuzzy finder those many times, type the word I need(sometimes that does not work or I need to navigate manually some levels down) then pick the unit. it would be easier to have the fuzzy finder docked and then drag the units needed. I am adding an example here...

Under Review

I understand the use case where it helps, but because it's rather minor and because reworking the fuzzy finder to be a dockable window with drag & drop is significant work, this is probably not going to get implemented soon.

It could be dockable window or any other way. If you later come up with a solution that provides a similar result that will  be fine as well.  thanks!

+6

Giving this another thought,  perhaps adding a small button (toggle) at the top of the fuzzy finder window that will keep it open so it will not close itself right  after each click on an item. So it would allow to multiple clicks(selections) then be able to close it with a escape or a  “X” button . I hope this is more feasible. 

+1

Now that is an excellent idea. 

That is a good idea. I like that one.

I also really like this idea.

Yes fuzzy finder window need work , its basic . Puting tons of action from similar category is very time consuming. Maybe if making window docktable is to hard for you at the moment  you just can add a option to keep finder on the same "page " category for example  even if you will disable window for the moment .   That will speed up work a lot

I'm still unsure about the use cases for this. Maybe if I understood better I could suggest an alternative.

When do you ever need to "put tons of action from a similar category"?

For example, I don't understand why you'd want to add every math operator, or every method under a class to your graph at once. 

+1

Hi, another use case of mine is when I don’t know exactly what overload for a function I need until I try some of them. It would be nice to select several of them at once , tried them and delete what I  don’t need. 

+1

"another use case of mine is when I don’t know exactly what overload for a function I need until I try some of the"  That is exactly the same in my situation. You can check how PlayMaker organize that things .  You can open one category and have it open all the time to jump between different action and testing it . 


+1

That's a good use case, but I think it's the only one?

Here's a suggestion, just brainstorming. Right-click a unit, choose "Switch Overload...", and the fuzzy finder opens up with only overloads to the current unit. When you select one, the unit gets replaced and connections preserved. This would be the equivalent of the "Replace Unit..." option, only it would shortcut directly to the matching overloads.

Would that fill in the need for this feature?

As you can see I'm reluctant to dock the fuzzy finder because:

  • It's a lot of programming work (window context, drag & drop, positioning, etc.)
  • It adds complexity to an otherwise very simple way of adding units
  • It would need to be documented and explained in tutorials

If I can avoid it and still fix your issue, I will.

Hi Lazlo, that is a great idea and will solve the overloads use case very neatly! ... for any other cases, have you check the idea I rewrote above? That does not involve docking the fuzzy finder. I am pasting it here again... “Giving this another thought,  perhaps adding a small button (toggle) at the top of the fuzzy finder window that will keep it open so it will not close itself right  after each click on an item. So it would allow to multiple clicks(selections) then be able to close it with a escape or a  “X” button . I hope this is more feasible”

Well, it's actually not significantly easier. It still involves

1) Changing the type of window used by the fuzzy finder on the fly. Right now it's a "popup window" by Unity standards, which defines a lot of how it opens, closes, and moves around the screen to fit. Keeping it open when losing focus would require changing that, but it's core to how the window behaves.

2) It would still require changing the keyboard/mouse input code inside the fuzzy finder AND the flow & state canvas to support drag & drop, which is significant work too.

Which is why I'm asking if there's any other real use case than the overloads one.

+1

It surprised me that this feature is not being considered crucial.

1. It's easier to find a synonym if we remember incorrectly Unity's choice of name of a function but know the theme (specially for non-native English speakers). Sintaxe mistake avoidance is one of the advantages of visual scripting

2. If the intended workflow is mostly typing instead of tree expanding, traveling the hand between mouse and keyboard for every node - click and function name seems like slower than both drag'n-drop and pure text programming. Additionally, many keywords are too broad and imply also some mouse scrolling.

3. It gives a better view of what is possible with the functions available on a certain branch (plugin or not) - should provide a much smoother learning curve.

4. When programming actions of the same theme (specially transform and physics comes to mind) I often use more than one node from a category

5. It saves MANY clicks, scrolls and typing (right click, expand, expand, expand, back, expand...) and again if you grab the wrong one. - eg: "right click > Code Base > Unity Engine" are 2 clicks very repeated already. Unity's tree is not as homogeneously spread or as unambiguously split as Houdini.

6. Typing "raycast" for example gives so many irrelevant results out of an intuitive context order (eg: 2d and 3d physics alternation in the fuzzy finder)


Every other visual scripting editor I remember had a permanent library palette/panel/window aside from the popup: Houdini, Blueprints in Unreal, ShaderFX, Antares Universe, Quest3D).

The slowness from this missing feature is feeling like a deal breaker for me. Please reconsider and confirm if it will be dropped/postponed.

+1

Thanks for adding your input on this issue. The feature is not declined, however as I said it is a fairly complex change from the underlying UI code. Seeing as there is significant interest for this, I am certainly considering it for a future release.

I don’t think of any other use case now. Thanks for your help

Hi,

Maybe an additional category such as "Favorites" would be enough to move to the view from the last selection? One click and we go back to where we were. e.g., it could paste the last search text into a search engine.

There is a favorites:



To enable it, all you have to do is "star" a single unit.



I stumbled upon it by accident one day.

I thought of a menu branch similar to the existing "Favorites" with a search history. We could go to the place where we made the choice.