Implement an inspector "Action Area"
**Note:** This is a sister proposal to (#4274) in which both together aim to solve the problem of Viewport toolbar cluttering. To understand them properly both must be read. ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project This has been a running problem with Godot UX since its inception. Due to the inspector originally being a tree it was not really possible to put anything in there (as other engines like Unity often does) so many add-ons and tools had to be placed somewhere else.  Beginning Godot 3.1, the inspector now can use plugins and can generally be more customizable. The problem is that, due to how things evolved, the inspector has become strictly a tool to _edit data_. As such, anything related to performing actions related to the nodes being edited was moved to the top bar, such as this, be it 2D, 3D or other nodes:     To understand better what t
Posted by reduz on Mar 24, 2022, 10:34 AM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments
ux (Other)
To be fair, Inform7 can't succeed, generally, because there is no market for the kind of games that you create with Inform7.
New> The notion that somehow LR reliability is misunderstood by Consumer Reports, JD Power, Car & Driver, Automobile etc.
Custom trigger IDs are not displayed in the new 2026.10 trigger selector
I hate that too, but I think it’s more the ux than the concept of a default.
> The biggest problem with UX developers is they know better than you AND force you into their paradigm.
"Focus follows mouse" is what I use to keep the file manager from popping up when click-dragging files.
The biggest problem with this is if the target URL doesn't load but also doesn't quickly error out, like e.g.
Google wants to build up a private web here.
Implement an inspector "Action Area"
**Note:** This is a sister proposal to (#4274) in which both together aim to solve the problem of Viewport toolbar cluttering. To understand them properly both must be read. ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project This has been a running problem with Godot UX since its inception. Due to the inspector originally being a tree it was not really possible to put anything in there (as other engines like Unity often does) so many add-ons and tools had to be placed somewhere else.  Beginning Godot 3.1, the inspector now can use plugins and can generally be more customizable. The problem is that, due to how things evolved, the inspector has become strictly a tool to _edit data_. As such, anything related to performing actions related to the nodes being edited was moved to the top bar, such as this, be it 2D, 3D or other nodes:     To understand better what t
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