In the official Godot fps tutorial, https://docs.godotengine.org/en/3.1/tutorials/3d/fps_tutorial/part_two.html, a lot of things are done in code, that would be done in the editor if you were using unity. For instance, when setting up animations in the tutorial, a dictionary variable is put in the code that lists every animation and then what animations can be played after the animation is finished. then it has a dictionary for every animation and it's speed! In unity, this is done with a node system, and there's a file for each animation which has a speed variable among other simple settings, and I think that's a much more efficient way of doing it. putting all of it in the code, is confusing, and it's a lot of repetition. Is this the only way of doing it in godot?