Adds a script at path to the Autoload list as name.
Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with removeControlFromBottomPanel and free it with Node.queueFree.
Adds a custom control to a container (see customcontrolcontainer). There are many locations where custom controls can be added in the editor UI. Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it). When your plugin is deactivated, make sure to remove your custom control with removeControlFromContainer and free it with Node.queueFree.
Adds the control to a specific dock slot (see dockslot for options). If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions. When your plugin is deactivated, make sure to remove your custom control with removeControlFromDocks and free it with Node.queueFree.
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed. When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object. You can use the virtual method handles to check if your custom object is being edited by checking the script or using the is keyword. During run-time, this will be a simple object with a script so this function does not need to be called then.
Registers a new EditorExportPlugin. Export plugins are used to perform tasks when the project is being exported. See addInspectorPlugin for an example of how to register a plugin.
Registers a new EditorImportPlugin. Import plugins are used to import custom and unsupported assets as a custom Resource type. Note: If you want to import custom 3D asset formats use addSceneImportPlugin instead. See addInspectorPlugin for an example of how to register a plugin.
Registers a new EditorInspectorPlugin. Inspector plugins are used to extend EditorInspector and provide custom configuration tools for your object's properties. Note: Always use removeInspectorPlugin to remove the registered EditorInspectorPlugin when your EditorPlugin is disabled to prevent leaks and an unexpected behavior.
Registers a new EditorSceneImporter. Scene importers are used to import custom 3D asset formats as scenes.
Registers a new EditorSpatialGizmoPlugin. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a Spatial. See addInspectorPlugin for an example of how to register a plugin.
Adds a custom menu item to Project > Tools as name that calls callback on an instance of handler with a parameter ud when user activates it.
Adds a custom submenu under Project > Tools > name. submenu should be an object of class PopupMenu. This submenu should be cleaned up using remove_tool_menu_item(name).
This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency. This is used, for example, in shader editors to let the plugin know that it must apply the shader code being written by the user to the object.
This method is called when the editor is about to run the project. The plugin can then perform required operations before the project runs. This method must return a boolean. If this method returns false, the project will not run. The run is aborted immediately, so this also prevents all other plugins' build methods from running.
Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene.
Called by the engine when the user disables the EditorPlugin in the Plugin tab of the project settings window.
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
Called by the engine when the user enables the EditorPlugin in the Plugin tab of the project settings window.
Called by the engine when the 2D editor's viewport is updated. Use the overlay Control for drawing. You can update the viewport manually by calling updateOverlays.
This method is the same as forwardCanvasDrawOverViewport, except it draws on top of everything. Useful when you need an extra layer that shows over anything else. You need to enable calling of this method by using setForceDrawOverForwardingEnabled.
Called when there is a root node in the current edited scene, handles is implemented and an InputEvent happens in the 2D viewport. Intercepts the InputEvent, if return true EditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example:
Called by the engine when the 3D editor's viewport is updated. Use the overlay Control for drawing. You can update the viewport manually by calling updateOverlays.
This method is the same as forwardSpatialDrawOverViewport, except it draws on top of everything. Useful when you need an extra layer that shows over anything else. You need to enable calling of this method by using setForceDrawOverForwardingEnabled.
Called when there is a root node in the current edited scene, handles is implemented and an InputEvent happens in the 3D viewport. Intercepts the InputEvent, if return true EditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example:
This is for editors that edit script-based objects. You can return a list of breakpoints in the format (script:line), for example: res://path_to_script.gd:25.
Returns the EditorInterface object that gives you control over Godot editor's window and its functionalities.
Override this method in your plugin to return a Texture in order to give it an icon. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons. Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size.
Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
Gets the Editor's dialogue used for making scripts. Note: Users can configure it before use.
Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns).
Gets the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it.
Gets the GUI layout of the plugin. This is used to save the project's editor layout when queueSaveLayout is called or the editor layout was changed(For example changing the position of a dock).
Implement this function if your plugin edits a specific type of object (Resource or Node). If you return true, then you will get the functions edit and makeVisible called when the editor requests them. If you have declared the methods forwardCanvasGuiInput and forwardSpatialGuiInput these will be called too.
Returns true if this is a main screen editor plugin (it goes in the workspace selector together with 2D, 3D, Script and AssetLib).
Minimizes the bottom panel.
Makes a specific item in the bottom panel visible.
This function will be called when the editor is requested to become visible. It is used for plugins that edit a specific object type. Remember that you have to manage the visibility of all your editor controls manually.
Queue save the project's editor layout.
Removes an Autoload name from the list.
Removes the control from the bottom panel. You have to manually Node.queueFree the control.
Removes the control from the specified container. You have to manually Node.queueFree the control.
Removes the control from the dock. You have to manually Node.queueFree the control.
Removes a custom type added by addCustomType.
Removes an export plugin registered by addExportPlugin.
Removes an import plugin registered by addImportPlugin.
Removes an inspector plugin registered by addImportPlugin
Removes a scene importer registered by addSceneImportPlugin.
Removes a gizmo plugin registered by addSpatialGizmoPlugin.
Removes a menu name from Project > Tools.
This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.
Enables calling of forwardCanvasForceDrawOverViewport for the 2D editor and forwardSpatialForceDrawOverViewport for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin.
Use this method if you always want to receive inputs from 3D view screen inside forwardSpatialGuiInput. It might be especially usable if your plugin will want to use raycast in the scene.
Restore the state saved by getState.
Restore the plugin GUI layout saved by getWindowLayout.
Updates the overlays of the 2D and 3D editor viewport. Causes methods forwardCanvasDrawOverViewport, forwardCanvasForceDrawOverViewport, forwardSpatialDrawOverViewport and forwardSpatialForceDrawOverViewport to be called.
Construct a new instance of EditorPlugin. Note: use memnew!EditorPlugin instead.
Used by the editor to extend its functionality.
Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also EditorScript to add functions to the editor.