Construct 3 suggestions & ideas

Suggest and vote on ideas for Construct 3! Please note this is only one aspect of planning. We do not guarantee any features here will be implemented, even if they are top-voted ideas. The aim is just to collect feedback. Remember to search for existing submissions before adding an idea, describe your ideas as comprehensively as possible, and vote for plausible ideas that are well thought out. Please see our full guidelines on suggesting features.

58 VOTE

Scene Graph

Implement a scene graph (like many other engines) that allows building objects using a hierarchy of other objects.

"Rotation and scale of a group is applied to all child actors. Child actors always work in their own coordinate system, parent transformations are applied transparently." source: https://github.com/libgdx/libgdx/wiki/Scene2d

and ditch the clunky and unfriendly CONTAINERS + PIN.

  • Aekiro
  • Apr 5 2017
  • Future consideration
  • Apr 6, 2017

    Admin Response

    We think this is a good idea. However we first want to implement the new C3 runtime. Even after that, it will take further consideration, as it sounds like it would have fairly deep architectural implications. So we are marking this as "Future consideration" until we can provide a firmer response.

  • Attach files
  • skymen commented
    April 5, 2017 13:43

    I don't think ditching containers and pin is good. They can be used for other things as well, but yeah, having an advanced object hierarchy can be good as well.

  • Aekiro commented
    April 5, 2017 13:45

    @Ossama yep you're right, I was referring to their usage to mimic a hierarchy of objects which is a like duct tape solution.

  • Salman_Shh commented
    April 5, 2017 18:56

    this would probably be needed for the "Prefab/Templates" (https://construct3.ideas.aha.io/ideas/C3-I-61) idea to work i guess 

  • Pixel Metal commented
    April 5, 2017 23:13

    Something like the way Unity allows nesting of objects could be a good solution, where you have a top-level object (which could just be an empty/null object) and underneath you can see the hierarchy of how objects are connected. Being able to create/manipulate this hierarchy at runtime would be pretty sweet as well.

  • Jaydon Teh commented
    April 7, 2017 07:14

    If there is a call to have object hierarchy, then it would have to all the way like what the Godot engine's nodes & scenes does and not how Unity does it: https://godot.readthedocs.io/en/stable/tutorials/step_by_step/scenes_and_nodes.html

  • Pixel Metal commented
    May 2, 2017 21:19

     Jaydon - the way it works in Godot is a copy of the way it works in Unity.

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