Some thoughts on editor icons #10907
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Definitely agree with the scripts/config icons. I think a box for scenes is too generic, plus already used for resource base type. The clapperboard isn't perfect but once you learn the meaning makes for a pretty decent analogy. I mix all types of files related to a game object in one folder, the rastafari colors for audio files helps a lot with readability, would be quite a regression for me if they become monochrome. |
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I'd keep both icons for Scripts and Scenes the way they are, perhaps polish them up. |
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If I were to give Scenes a unique icon, it'd be one of a Branch of sorts. Scenes are preset Branches of a Node Tree so it just makes sense imo. Not sure how It'd work in practice but I might as well just throw this out here. |
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Godot has very clean and well-drawn icons. However some of them don't reflect very well the essence of what they're supposed to represent:
.cfg
filesTake a look at flaticon.com top search results for "Config" and "Script":
Worth noting that the main screen button is using a scroll instead of a cog. It's probably best to use the same icon for both the script file and the button on top to make sure new users immediately recognize that the two relate to the same thing
Using a roll of papyrus to represent scripts might be a little bit dated. I want to emphasize that there's nothing wrong with using old metaphors for icons. It's ok to use a floppy disk for "Save" or old camera with film rolls for cameras. But it might be a good idea to go for a better consistency with other apps when it comes to the design language when possible. You just won't often see the papyrus scroll in software anymore. A good UI design is intentionally nonunique, predictable and boring
An unambiguous icon for a script file could be a text file icon with the language extension or logo overlayed on top, something like this (excuse my quick sketch):
To quickly circle back to the "it's better to use the same icon everywhere" point, the scroll icon could be replaced with the text file icon with no extension overlay. It could be iterated on to make it more obvious that it's a code file, i.e round brackets
Admittedly it's not very easy to come up with an icon for such an abstract concept (a reusable/composable subtree of nodes). However I think a box is a better fit than a movie clapper because it doesn't clash semantically with animations/movies and it implies that it stores entities inside of it. In Godot you can pack branches by storing them on disc as a "PackedScene" resource and you can also unpack them (by making them local) which fits the box metaphor very well
Settings are usually much more strongly associated with a cog than a set of tools. Take a look at the flaticon search for "Settings" and the amount of cogs compared to wrenches:
Here's a comparison:
Here are potential alternatives for those:
In general, making the editor UI less surprising by choosing icons that better reflect associations that people already hold will make it easier for new users to get into Godot
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