Convergence of the Editor and Inspector/Engine

I’m eagerly awaiting the next Editor release, though in MS’ most recent outage the website did go down so I can’t grab the latest 4.7.0 binary to test on my M2 Air.

My question is in regards to the feature-set of both the editor and inspector/Babylon. Babylon has its own set of editors, e.g. the Node Material Editor. However, the Babylon Editor has nifty things like node scripting and just an overall development environment for assembling full Babylon scenes.

The reason I bring this up is because with the work we are doing on the Vircadia project, we are actively developing a full networking, syncing, (and extras) harness around Babylon.js and would like to reduce replication of workflow. As it stands, we would need to wait on the Editor’s release cadence and hope it stays maintained if we want to avoid redoing work to build out a creator’s environment that’s already been done in the ecosystem. We would need to go ahead and build our own editor(s), including visual scripting, because we need to add the ability for users to create and edit actions/triggers, and overall assemble entire scenes on their own.

Currently we have a Unity → Blender → Vircadia (Babylon) pipeline (GitHub - vircadia/unity-to-vircadia-pipeline), but we think it would be most expedient if users developed worlds that are meant for deployment in Babylon in the very same.

I think the best way forward though would be to migrate as many of these editors to be unified within Babylon’s core codebase to be accessible through both the Inspector and the full-fledged Babylon Editor, enabling a full workflow. We would then be able to focus exclusively on the networking and extras wrapper around Babylon while leaving Babylon’s full workflow mostly untouched, having Vircadia remain a wrapper to Babylon’s suite as it was always intended to be.

cc @Deltakosh

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Site still appears to be down, unfortunately. e.g. https://editor.babylonjs.com/electron/4.7.0/BabylonJS%20Editor-4.7.0-arm64.dmg

Hey you have to understand that Editor is NOT an official Babylon team project. It is maintain by a community member: @julien-moreau.

So there is no plan to merge them :frowning:

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Hey @Kalila !

The website is down and it’s entirely my fault. I’m on it right now to put it back. Meanwhile, if you can, you can build it by yourself on your Macbook (you just have to install XCode to get access to the build tools). GitHub - BabylonJS/Editor: Community managed visual editor for Babylon.js

The version 5 is also being prepared. For you, what would be the most useful feature that the Editor provides to you?

No worries. We really appreciate your work and are astounded you made so much as a one man army more or less in the first place!

Regarding features, we want to be able to create scenes and wire them up with the fullest functionality possible, and leave Vircadia to simply be an open source networking and UX harness around the Babylon.js engine and scene.

Our current method of using Unity works alright in a primitive sense, but when it comes to more advanced features like scripting (via node or TS), interactions, sounds, shaders, etc. we would have to create a whole schema for that from scratch in spite of the fact that such implementations already exist in the Babylon ecosystem.

We want to create advanced scenes but there’s no full Unity to Babylon.js pipeline, so we’re quite limited. Hence the desire for the total combined featureset that Babylon’s Inspector & Editor bring to the table, which would allow users to simply build and edit scenes directly, without any hacks and transformation layers from us.

As I understand it, they are indeed two separate projects (Babylon ↔ Editor), though I am wondering what ways there might be to get these collective tools the support they need to complete the game development suite or so to speak.