A question, a comment, and a suggestion in relation to this:
First off what is the viability of using the mono version with this plugin to help facilitate placement, then disabling the plugin and reopening without it in the non-mono version for export to avoid any potential compatibility issues? If I understand correctly the C# portion of this plugin is just facilitating quick organization and placement of assets in a scene. Once they're placed there's no real difference between AssetPlacer placed objects and normally placed objects correct?
As for my comment I'd like to second the request for a filter system. What you've built is incredibly useful and has the potential to be even more so since it has the makings of a simplified DAM built directly into Godot, something that I know I and many others have been looking for. Before I found your tool I was considering writing my own DAM in Godot from the ground up as a secondary external tool. Since I'm a solo I rely on premade assets for my larger projects and thanks to deals such as Humble Bundle and asset store sales I have a pretty large library at this point. That's great in theory but without a flexible organization and searchable system it can become cumbersome.
A filter/tag system would take AssetPlacer from useful to invaluable in my book at least.
Finally I wanted suggest including a randomization option for rapid prototyping. Such as randomizing rotation and scale within a range after each placement, particularly in surface mode.
In any case keep up the great work! I'm looking forward to future updates!
Viewing post in Feedback after the first 15 minutes
Hello DistilledNuance!
Thanks for your comments, I take them into account. First of all, you are absolutely correct about the mono version. Then, about the filter system, I'm happy to let you know, that I'll include a basic one in the next version. As to the randomization, I hear this a lot, and so once I'll have the resources available, I'll think of how to implement one.
Best,