Seems so hey, I just want a developer to say when we can get this, or, it’s not what they want to do. Looking through the forums it’s been years of people requesting basic foldering options for the above mentioned items.
honestly i thought about scene organization before object organization…and they added object organization which sounds more complicated to add than scene organization
Having followed this forum for years (since 2008), I see very recurrent requests.
Scene folders are one of them, just as multiplayer could have been.
Then GDevelop released multiplayer, and then I saw people lose their passion for it.
They found passion for other things, without actually using multiplayer.
In short, all this to say: does the scene folder feature really have that much interest?
I find it very cool for project organization, but in the end, it’s not really a problem, it’s a matter of convenience, don’t you think?
To conclude, I’ll let you know that a community PR is open on GitHub, but it didn’t go all the way, which I find a pity because it was so close to being merged into the engine. In any case, I am certain that it will eventually come to the engine. I firmly believe in it because even if it’s just a practical aspect, it is an essential element to make an engine pleasant by today’s standards, so I’m not worried. In the meantime, it’s possible to manage without it. It’s just nicer with it, isn’t it?
I think once people get something, it makes sense to move onto the next thing, however this is an essential engine QOL. Every engine has this out of the box as an essential. I am leaning towards not just Scenes, but for the folding of Extensions/Behaviours, External Layouts, Events, Custom Objects, pretty much organising anything on that tab. Especially once the project gets large or starts using a lot of them, it gets unwieldy and feels like it was not meant to handle scale.
I think for any engine, organisation isn’t a “nice-to-have” or a convenience; I would argue it is essential for the scaling of developer projects of any size. Once a project grows, keeping your extensions, custom objects, what have you, organised by use, functionality, and need is what most other engines also make sure to do from the get-go, even having the option to do so, so developers can keep a growing project manageable in practice and in their mind thinking about abstracting their game data, etc. as they go.
It’s a shame the community PR didn’t get done, but I will say, from the fact the community for years has asked for this, I think the GDevelop team should take the mental and look to this Editor UI/UX improvement, it will go far for developers. Without it, it feels like GDevelop is not tailored for growing project sizes. Simply, let us folder - Scenes, Extensions/Behaviours, External Layouts, Events etc in the editor - anything in the side panel for a much-needed QOL and UX editor essential.
TLDR - Organisation tools like foldering are essential for scaling. Mid to large GDevelop projects get completely unwieldy. Every other major engine lets you folder assets, etc, out of the box, and the community has been asking for this for years. The GDevelop team needs to take the mantle for this QOL priority to happen, and let us folder everything in the side panel (Scenes, Extensions, Events, Objects how we like). Without it, the engine just does not feel suited for a growing project size or for basic organisation.
yes it does… one of my largest games practically requires it and is partly the reason its on hiatus, because if i continue it right now, it wont end well.
also, multiplayer obviously makes sense. You want multiplayer, but once you realize that its complicated, you wont want it anymore
i also dont fully understand what you mean. theres like 5 ways to do multiplayer in gdevelop, which was first?
Are you talking about the newest implementation? if so, that doesnt make sense, im seeing more people using multiplayer than ever (even if that number is still small)
if youre talking about older implementations, not even i understood any of them, let alone the average person and average person using gdevelop.
Agreed, but we should keep this thread focused towards the topic of getting foldering sorted, can have another for multiplayer. Want to keep GDevs on answering this long standing question/request ![]()
Few times in my life i smashed my thumb on left hand (i am right handed)
To the point my whole left hand was not functional in a way i could not do most simple task
For example put on my pants
NEVER before i realized that even so i am right handed how my left hand is important to me
And how many everyday activities i won’t be able to do without it being functional
When my left thumb and hand are ok every single day i am not even thinking about how lucky i am to have them working correctly
Did you thank heavens today for being able to put on your pants?
For being able to lift bucket of water with 2 hands?
For being able to zip zipper?
OR do you not think about it and just accept it as everyday standard?
Do not confuse not celebrating something every single day
With not being thankful for it being there
Good metaphor!
Just checking, are you for foldering Scenes, Extensions/Behaviours, External Events, Custom Objects, ect. The more of us that make it clear it’s needed for GDevelop the better chance of the GDev making it a priority. As the above points mentioned why it would be.
Could I get your opinion’s on this essential QOL option. Foldering for Scenes, Extensions/Behaviours, External Layouts and Event Sheets, just anything in the left hand panel. I would love a developer to weigh in on its priority! ![]()
Edit - Tagged Developers in hopes of a Dev response.
Note: tagging someone outside of the active conversation is discouraged. For this reason, the tags to the core team developers had been removed.
-Luni
You have right.
Development Ui is important but curiously and generaly, are considered secondary.
Perhaps because developers are no much time for that.
Agreed, I think projects scaling need these UX features, such as foldering, it needs to be seen as more important! Hoping we hear from the Core Dev team in this, I am dying to Folder my Extensions/Behaviours and External Event Sheets by use, functionality and need, tidy it all up and make it manageable as more get added, instead of scrolling that left hand panel.
To me, features and UX are both equally important
@Luni If you removed the GDevelop Developer tags, how else can I try and get the Developers of the engine to weigh in on the discussions? Why is this a problem on the forum, that seems very counterproductive to why these forums exist? I was asking if one of them could give some developer insight into it? They’re not random forum users, and I did not mean it in any negative light.
They clearly chose not to respond either, I just don’t see what the harm is.
Could you clarify, how can I have an engine developer answer the organisational foldering question in that case then? For the left-hand editor toggle for Scenes, Extensions, External Layouts, External Events, etc., etc. As only scenes have ever been mentioned.
When you got power, you can use it in however you like… No matter if the reason is donkey but ey that’s my case
Gotta give you a point that, what’s the point of forums. If the moment people are mentioned there’s an issue. Is it truely to listen to the folk, or just give em the illusion for them to be heard.
You didn’t even mention her, maybe she took that as an offense??![]()
![]()

But didn’t Bouh already respond? And since then, there’s been an update to the object properties panel which is a good sign that there will be more UI improvements..
Hey Slavy,
The forum exists indeed to read and have conversations. Each channel has its specific scope, but in the case of Feature requests, this is how it works: ⭐ Welcome to the User Feedback channel!
To be fair, the “please do not tag core team members if they are not actively participating in the conversation” rule wasn’t listed in those rules. I will add it to the post so it is clear for future readers (my apologies for that!).
The reason why it could turn into a problem is that a lot of people want to bring attention to their specific messages, so we could end up with a good amount of tags from all categories -and the time that takes to address all of them moves focus from the work of building the engine-. However, it is common to answer to a team member if they’re actively engaging in the conversation/asked a question. That is why I originally removed your pings at the beginning: none of the tagged inividuals (maybe just Bouh) was actively participating in the conversation (again, I will add that rule to this category because indeed it wasn’t listed).
To answer your question:
- Scene folders is in the Roadmap (Roadmap section at the bottom of the Feature’s page) Features | GDevelop . I’ll also add the “feature in backlog” status so more people know it’s listed.
- Extensions, External Layouts, etc are different features. So they are followed and tagged individually (they require specific architectural/implementation choices so they cannot be packed in a single feature request).
Hope this helps!
while i understand why pinging the devs like that can pose issues in the future, and i did the exact same thing when i ran my own community, however the reason for pinging them was quite valid to me. Heres the deal…this topic is 2 years old.
The first reply from Bouh, saying:
and then secondly:
But then back tracked… i just feel like i dont have the big picture of this all.
its no longer about implementing scene folders, its about fixing and refactoring the issues that have drastically limited the chances of scene folders (and im sure other features) from being added. I feel like i see quite often in teams and projects structured that way, that things are not added based on if people actually want them, but whether or not they think it should be added, and giving the final decision to themselves. ive seen this happen in even the most serious of projects, like Signal. But the big question is what causes this to happen? im not saying explicitly that the gdevelop team does this, I just notice certain patterns that dont suggest any standards, motivation, and the people actually working on the engine, probably quite upset and tired.
The big question is how is GDevelop’s management laid out now in comparison to how it was in GDevelop 4?