Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
Table of contents
-
virtual func _apply_changes() -> void -
virtual func _build() -> bool -
virtual func _clear() -> void -
virtual func _disable_plugin() -> void -
virtual func _edit(object: Object) -> void -
virtual func _enable_plugin() -> void -
virtual func _forward_3d_draw_over_viewport(viewport_control: Control) -> void -
virtual func _forward_3d_force_draw_over_viewport(viewport_control: Control) -> void -
virtual func _forward_3d_gui_input(event: InputEvent) -> int -
virtual func _forward_canvas_draw_over_viewport(viewport_control: Control) -> void -
virtual func _forward_canvas_force_draw_over_viewport(viewport_control: Control) -> void -
virtual func _forward_canvas_gui_input(event: InputEvent) -> bool -
virtual const func _get_breakpoints() -> PackedStringArray -
virtual const func _get_plugin_icon() -> Texture2D -
virtual const func _get_plugin_name() -> String -
virtual const func _get_state() -> Dictionary -
virtual const func _get_unsaved_status(for_scene: String) -> String -
virtual func _get_window_layout(configuration: ConfigFile) -> void -
virtual const func _handles(object: Object) -> bool -
virtual const func _has_main_screen() -> bool -
virtual func _make_visible(visible: bool) -> void -
virtual func _save_external_data() -> void -
virtual func _set_state(state: Dictionary) -> void -
virtual func _set_window_layout(configuration: ConfigFile) -> void -
func add_autoload_singleton(path: String) -> void -
func add_context_menu_plugin(plugin: EditorContextMenuPlugin) -> void -
func add_control_to_bottom_panel(shortcut: Shortcut = null) -> Button -
func add_control_to_container(control: Control) -> void -
func add_control_to_dock(shortcut: Shortcut = null) -> void -
func add_custom_type(icon: Texture2D) -> void -
func add_debugger_plugin(script: EditorDebuggerPlugin) -> void -
func add_export_platform(platform: EditorExportPlatform) -> void -
func add_export_plugin(plugin: EditorExportPlugin) -> void -
func add_import_plugin(first_priority: bool = false) -> void -
func add_inspector_plugin(plugin: EditorInspectorPlugin) -> void -
func add_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) -> void -
func add_resource_conversion_plugin(plugin: EditorResourceConversionPlugin) -> void -
func add_scene_format_importer_plugin(first_priority: bool = false) -> void -
func add_scene_post_import_plugin(first_priority: bool = false) -> void -
func add_tool_menu_item(callable: Callable) -> void -
func add_tool_submenu_item(submenu: PopupMenu) -> void -
func add_translation_parser_plugin(parser: EditorTranslationParserPlugin) -> void -
func add_undo_redo_inspector_hook_callback(callable: Callable) -> void -
func get_editor_interface() -> EditorInterface -
func get_export_as_menu() -> PopupMenu -
const func get_plugin_version() -> String -
func get_script_create_dialog() -> ScriptCreateDialog -
func get_undo_redo() -> EditorUndoRedoManager -
func hide_bottom_panel() -> void -
func make_bottom_panel_item_visible(item: Control) -> void -
func queue_save_layout() -> void -
func remove_autoload_singleton(name: String) -> void -
func remove_context_menu_plugin(plugin: EditorContextMenuPlugin) -> void -
func remove_control_from_bottom_panel(control: Control) -> void -
func remove_control_from_container(control: Control) -> void -
func remove_control_from_docks(control: Control) -> void -
func remove_custom_type(type: String) -> void -
func remove_debugger_plugin(script: EditorDebuggerPlugin) -> void -
func remove_export_platform(platform: EditorExportPlatform) -> void -
func remove_export_plugin(plugin: EditorExportPlugin) -> void -
func remove_import_plugin(importer: EditorImportPlugin) -> void -
func remove_inspector_plugin(plugin: EditorInspectorPlugin) -> void -
func remove_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) -> void -
func remove_resource_conversion_plugin(plugin: EditorResourceConversionPlugin) -> void -
func remove_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter) -> void -
func remove_scene_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin) -> void -
func remove_tool_menu_item(name: String) -> void -
func remove_translation_parser_plugin(parser: EditorTranslationParserPlugin) -> void -
func remove_undo_redo_inspector_hook_callback(callable: Callable) -> void -
func set_dock_tab_icon(icon: Texture2D) -> void -
func set_force_draw_over_forwarding_enabled() -> void -
func set_input_event_forwarding_always_enabled() -> void -
const func update_overlays() -> int -
const CONTAINER_TOOLBAR = 0 enum CustomControlContainer -
const CONTAINER_SPATIAL_EDITOR_MENU = 1 enum CustomControlContainer -
const CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2 enum CustomControlContainer -
const CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3 enum CustomControlContainer -
const CONTAINER_SPATIAL_EDITOR_BOTTOM = 4 enum CustomControlContainer -
const CONTAINER_CANVAS_EDITOR_MENU = 5 enum CustomControlContainer -
const CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6 enum CustomControlContainer -
const CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7 enum CustomControlContainer -
const CONTAINER_CANVAS_EDITOR_BOTTOM = 8 enum CustomControlContainer -
const CONTAINER_INSPECTOR_BOTTOM = 9 enum CustomControlContainer -
const CONTAINER_PROJECT_SETTING_TAB_LEFT = 10 enum CustomControlContainer -
const CONTAINER_PROJECT_SETTING_TAB_RIGHT = 11 enum CustomControlContainer -
const DOCK_SLOT_LEFT_UL = 0 enum DockSlot -
const DOCK_SLOT_LEFT_BL = 1 enum DockSlot -
const DOCK_SLOT_LEFT_UR = 2 enum DockSlot -
const DOCK_SLOT_LEFT_BR = 3 enum DockSlot -
const DOCK_SLOT_RIGHT_UL = 4 enum DockSlot -
const DOCK_SLOT_RIGHT_BL = 5 enum DockSlot -
const DOCK_SLOT_RIGHT_UR = 6 enum DockSlot -
const DOCK_SLOT_RIGHT_BR = 7 enum DockSlot -
const DOCK_SLOT_MAX = 8 enum DockSlot -
const AFTER_GUI_INPUT_PASS = 0 enum AfterGUIInput -
const AFTER_GUI_INPUT_STOP = 1 enum AfterGUIInput -
const AFTER_GUI_INPUT_CUSTOM = 2 enum AfterGUIInput -
enum CustomControlContainer -
enum DockSlot -
enum AfterGUIInput -
signal main_screen_changed(screen_name: String) -
signal project_settings_changed() -
signal resource_saved(resource: Resource) -
signal scene_changed(scene_root: Node) -
signal scene_closed(filepath: String) -
signal scene_saved(filepath: String)
EditorPlugin #
is_instantiable, Node, editor, not_builtin_classes
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.
Note: Some names in this class contain "left" or "right" (e.g. DOCK_SLOT_LEFT_UL). These APIs assume left-to-right layout, and would be backwards when using right-to-left layout. These names are kept for compatibility reasons.
Members #
Methods #
virtual func _apply_changes() -> void#
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.
virtual func _build() -> bool#
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.
virtual func _clear() -> void#
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.
virtual func _disable_plugin() -> void#
Called by the engine when the user disables the EditorPlugin in the Plugin tab of the project settings window.
virtual func _edit(object: Object) -> void#
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
object can be null if the plugin was editing an object, but there is no longer any selected object handled by this plugin. It can be used to cleanup editing state.
virtual func _enable_plugin() -> void#
Called by the engine when the user enables the EditorPlugin in the Plugin tab of the project settings window.
virtual func _forward_3d_draw_over_viewport(viewport_control: Control) -> void#
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 update_overlays.
GDScript
func _forward_3d_draw_over_viewport(overlay):
# Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
func _forward_3d_gui_input(camera, event):
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
return EditorPlugin.AFTER_GUI_INPUT_STOP
return EditorPlugin.AFTER_GUI_INPUT_PASSC#
public override void _Forward3DDrawOverViewport(Control viewportControl)
{
// Draw a circle at cursor position.
viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
}
public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D viewportCamera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
return EditorPlugin.AfterGuiInput.Stop;
}
return EditorPlugin.AfterGuiInput.Pass;
}virtual func _forward_3d_force_draw_over_viewport(viewport_control: Control) -> void#
This method is the same as _forward_3d_draw_over_viewport, 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 set_force_draw_over_forwarding_enabled.
virtual func _forward_3d_gui_input(event: InputEvent) -> int#
Called when there is a root node in the current edited scene, _handles is implemented, and an InputEvent happens in the 3D viewport. The return value decides whether the InputEvent is consumed or forwarded to other EditorPlugins. See AfterGUIInput for options.
GDScript
# Prevents the InputEvent from reaching other Editor classes.
func _forward_3d_gui_input(camera, event):
return EditorPlugin.AFTER_GUI_INPUT_STOPC#
// Prevents the InputEvent from reaching other Editor classes.
public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D camera, InputEvent @event)
{
return EditorPlugin.AfterGuiInput.Stop;
}This method must return AFTER_GUI_INPUT_PASS in order to forward the InputEvent to other Editor classes.
GDScript
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_3d_gui_input(camera, event):
return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASSC#
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D camera, InputEvent @event)
{
return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput.Stop : EditorPlugin.AfterGuiInput.Pass;
}virtual func _forward_canvas_draw_over_viewport(viewport_control: Control) -> void#
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 update_overlays.
GDScript
func _forward_canvas_draw_over_viewport(overlay):
# Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
func _forward_canvas_gui_input(event):
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
return true
return falseC#
public override void _ForwardCanvasDrawOverViewport(Control viewportControl)
{
// Draw a circle at cursor position.
viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
}
public override bool _ForwardCanvasGuiInput(InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
return true;
}
return false;
}virtual func _forward_canvas_force_draw_over_viewport(viewport_control: Control) -> void#
This method is the same as _forward_canvas_draw_over_viewport, 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 set_force_draw_over_forwarding_enabled.
virtual func _forward_canvas_gui_input(event: InputEvent) -> bool#
Called when there is a root node in the current edited scene, _handles is implemented, and an InputEvent happens in the 2D viewport. If this method returns true, event is intercepted by this EditorPlugin, otherwise event is forwarded to other Editor classes.
GDScript
# Prevents the InputEvent from reaching other Editor classes.
func _forward_canvas_gui_input(event):
return trueC#
// Prevents the InputEvent from reaching other Editor classes.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return true;
}This method must return false in order to forward the InputEvent to other Editor classes.
GDScript
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_canvas_gui_input(event):
if (event is InputEventMouseMotion):
return true
return falseC#
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool _ForwardCanvasGuiInput(InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
return true;
}
return false;
}virtual const func _get_breakpoints() -> PackedStringArray#
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.
virtual const func _get_plugin_icon() -> Texture2D#
Override this method in your plugin to return a Texture2D 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 16×16 pixels in size.
GDScript
func _get_plugin_icon():
# You can use a custom icon:
return preload("res://addons/my_plugin/my_plugin_icon.svg")
# Or use a built-in icon:
return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")C#
public override Texture2D _GetPluginIcon()
{
// You can use a custom icon:
return ResourceLoader.Load("res://addons/my_plugin/my_plugin_icon.svg");
// Or use a built-in icon:
return EditorInterface.Singleton.GetEditorTheme().GetIcon("Node", "EditorIcons");
}virtual const func _get_plugin_name() -> String#
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.
virtual const func _get_state() -> Dictionary#
Override this method to provide a state data you want to be saved, like view position, grid settings, folding, etc. 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). This data is automatically saved for each scene in an editstate file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use _get_window_layout instead.
Use _set_state to restore your saved state.
Note: This method should not be used to save important settings that should persist with the project.
Note: You must implement _get_plugin_name for the state to be stored and restored correctly.
func _get_state():
var state = {"zoom": zoom, "preferred_color": my_color}
return statevirtual const func _get_unsaved_status(for_scene: String) -> String#
Override this method to provide a custom message that lists unsaved changes. The editor will call this method when exiting or when closing a scene, and display the returned string in a confirmation dialog. Return empty string if the plugin has no unsaved changes.
When closing a scene, for_scene is the path to the scene being closed. You can use it to handle built-in resources in that scene.
If the user confirms saving, _save_external_data will be called, before closing the editor.
func _get_unsaved_status(for_scene):
if not unsaved:
return ""
if for_scene.is_empty():
return "Save changes in MyCustomPlugin before closing?"
else:
return "Scene %s has changes from MyCustomPlugin. Save before closing?" % for_scene.get_file()
func _save_external_data():
unsaved = falseIf the plugin has no scene-specific changes, you can ignore the calls when closing scenes:
func _get_unsaved_status(for_scene):
if not for_scene.is_empty():
return ""virtual func _get_window_layout(configuration: ConfigFile) -> void#
Override this method to provide the GUI layout of the plugin or any other data you want to be stored. This is used to save the project's editor layout when queue_save_layout is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the editor_layout.cfg file in the editor metadata directory.
Use _set_window_layout to restore your saved layout.
func _get_window_layout(configuration):
configuration.set_value("MyPlugin", "window_position", $Window.position)
configuration.set_value("MyPlugin", "icon_color", $Icon.modulate)virtual const func _handles(object: Object) -> bool#
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 _make_visible called when the editor requests them. If you have declared the methods _forward_canvas_gui_input and _forward_3d_gui_input these will be called too.
Note: Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.
virtual const func _has_main_screen() -> bool#
Returns true if this is a main screen editor plugin (it goes in the workspace selector together with 2D, 3D, Script and AssetLib).
When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of EditorInterface.get_editor_main_screen and made visible inside _make_visible.
Use _get_plugin_name and _get_plugin_icon to customize the plugin button's appearance.
var plugin_control
func _enter_tree():
plugin_control = preload("my_plugin_control.tscn").instantiate()
EditorInterface.get_editor_main_screen().add_child(plugin_control)
plugin_control.hide()
func _has_main_screen():
return true
func _make_visible(visible):
plugin_control.visible = visible
func _get_plugin_name():
return "My Super Cool Plugin 3000"
func _get_plugin_icon():
return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")virtual func _make_visible(visible: bool) -> void#
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.
virtual func _save_external_data() -> void#
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.
virtual func _set_state(state: Dictionary) -> void#
Restore the state saved by _get_state. This method is called when the current scene tab is changed in the editor.
Note: Your plugin must implement _get_plugin_name, otherwise it will not be recognized and this method will not be called.
func _set_state(data):
zoom = data.get("zoom", 1.0)
preferred_color = data.get("my_color", Color.WHITE)virtual func _set_window_layout(configuration: ConfigFile) -> void#
Restore the plugin GUI layout and data saved by _get_window_layout. This method is called for every plugin on editor startup. Use the provided configuration file to read your saved data.
func _set_window_layout(configuration):
$Window.position = configuration.get_value("MyPlugin", "window_position", Vector2())
$Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.WHITE)func add_autoload_singleton(path: String) -> void#
Adds a script at path to the Autoload list as name.
func add_context_menu_plugin(plugin: EditorContextMenuPlugin) -> void#
Adds a plugin to the context menu. slot is the context menu where the plugin will be added.
See EditorContextMenuPlugin.ContextMenuSlot for available context menus. A plugin instance can belong only to a single context menu slot.
func add_control_to_bottom_panel(shortcut: Shortcut = null) -> Button#
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 remove_control_from_bottom_panel and free it with Node.queue_free.
Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the bottom panel's visibility. See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use Alt modifier.
func add_control_to_container(control: Control) -> void#
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 remove_control_from_container and free it with Node.queue_free.
func add_control_to_dock(shortcut: Shortcut = null) -> void#
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 remove_control_from_docks and free it with Node.queue_free.
Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the dock's visibility once it's moved to the bottom panel (this shortcut does not affect the dock otherwise). See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use Alt modifier.
func add_custom_type(icon: Texture2D) -> void#
Adds a custom type, which will appear in the list of nodes or resources.
When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
Note: The base type is the base engine class which this type's class hierarchy inherits, not any custom type parent classes.
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.
Note: Custom types added this way are not true classes. They are just a helper to create a node with specific script.
func add_debugger_plugin(script: EditorDebuggerPlugin) -> void#
Adds a Script as debugger plugin to the Debugger. The script must extend EditorDebuggerPlugin.
func add_export_platform(platform: EditorExportPlatform) -> void#
Registers a new EditorExportPlatform. Export platforms provides functionality of exporting to the specific platform.
func add_export_plugin(plugin: EditorExportPlugin) -> void#
Registers a new EditorExportPlugin. Export plugins are used to perform tasks when the project is being exported.
See add_inspector_plugin for an example of how to register a plugin.
func add_import_plugin(first_priority: bool = false) -> void#
Registers a new EditorImportPlugin. Import plugins are used to import custom and unsupported assets as a custom Resource type.
If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
Note: If you want to import custom 3D asset formats use add_scene_format_importer_plugin instead.
See add_inspector_plugin for an example of how to register a plugin.
func add_inspector_plugin(plugin: EditorInspectorPlugin) -> void#
Registers a new EditorInspectorPlugin. Inspector plugins are used to extend EditorInspector and provide custom configuration tools for your object's properties.
Note: Always use remove_inspector_plugin to remove the registered EditorInspectorPlugin when your EditorPlugin is disabled to prevent leaks and an unexpected behavior.
const MyInspectorPlugin = preload("res://addons/your_addon/path/to/your/script.gd")
var inspector_plugin = MyInspectorPlugin.new()
func _enter_tree():
add_inspector_plugin(inspector_plugin)
func _exit_tree():
remove_inspector_plugin(inspector_plugin)func add_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) -> void#
Registers a new EditorNode3DGizmoPlugin. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a Node3D.
See add_inspector_plugin for an example of how to register a plugin.
func add_resource_conversion_plugin(plugin: EditorResourceConversionPlugin) -> void#
Registers a new EditorResourceConversionPlugin. Resource conversion plugins are used to add custom resource converters to the editor inspector.
See EditorResourceConversionPlugin for an example of how to create a resource conversion plugin.
func add_scene_format_importer_plugin(first_priority: bool = false) -> void#
Registers a new EditorSceneFormatImporter. Scene importers are used to import custom 3D asset formats as scenes.
If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
func add_scene_post_import_plugin(first_priority: bool = false) -> void#
Add a EditorScenePostImportPlugin. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.
If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
func add_tool_menu_item(callable: Callable) -> void#
Adds a custom menu item to Project > Tools named name. When clicked, the provided callable will be called.
func add_tool_submenu_item(submenu: PopupMenu) -> void#
Adds a custom PopupMenu submenu under Project > Tools > name. Use remove_tool_menu_item on plugin clean up to remove the menu.
func add_translation_parser_plugin(parser: EditorTranslationParserPlugin) -> void#
Registers a custom translation parser plugin for extracting translatable strings from custom files.
func add_undo_redo_inspector_hook_callback(callable: Callable) -> void#
Hooks a callback into the undo/redo action creation when a property is modified in the inspector. This allows, for example, to save other properties that may be lost when a given property is modified.
The callback should have 4 arguments: Object undo_redo, Object modified_object, String property and Variant new_value. They are, respectively, the UndoRedo object used by the inspector, the currently modified object, the name of the modified property and the new value the property is about to take.
func get_editor_interface() -> EditorInterface#
Returns the EditorInterface singleton instance.
const func get_plugin_version() -> String#
Provide the version of the plugin declared in the plugin.cfg config file.
func get_script_create_dialog() -> ScriptCreateDialog#
Gets the Editor's dialog used for making scripts.
Note: Users can configure it before use.
Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.
func get_undo_redo() -> EditorUndoRedoManager#
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.
func hide_bottom_panel() -> void#
Minimizes the bottom panel.
func make_bottom_panel_item_visible(item: Control) -> void#
Makes a specific item in the bottom panel visible.
func queue_save_layout() -> void#
Queue save the project's editor layout.
func remove_autoload_singleton(name: String) -> void#
Removes an Autoload name from the list.
func remove_context_menu_plugin(plugin: EditorContextMenuPlugin) -> void#
Removes the specified context menu plugin.
func remove_control_from_bottom_panel(control: Control) -> void#
Removes the control from the bottom panel. You have to manually Node.queue_free the control.
func remove_control_from_container(control: Control) -> void#
Removes the control from the specified container. You have to manually Node.queue_free the control.
func remove_control_from_docks(control: Control) -> void#
Removes the control from the dock. You have to manually Node.queue_free the control.
func remove_custom_type(type: String) -> void#
Removes a custom type added by add_custom_type.
func remove_debugger_plugin(script: EditorDebuggerPlugin) -> void#
Removes the debugger plugin with given script from the Debugger.
func remove_export_platform(platform: EditorExportPlatform) -> void#
Removes an export platform registered by add_export_platform.
func remove_export_plugin(plugin: EditorExportPlugin) -> void#
Removes an export plugin registered by add_export_plugin.
func remove_import_plugin(importer: EditorImportPlugin) -> void#
Removes an import plugin registered by add_import_plugin.
func remove_inspector_plugin(plugin: EditorInspectorPlugin) -> void#
Removes an inspector plugin registered by add_inspector_plugin.
func remove_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) -> void#
Removes a gizmo plugin registered by add_node_3d_gizmo_plugin.
func remove_resource_conversion_plugin(plugin: EditorResourceConversionPlugin) -> void#
Removes a resource conversion plugin registered by add_resource_conversion_plugin.
func remove_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter) -> void#
Removes a scene format importer registered by add_scene_format_importer_plugin.
func remove_scene_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin) -> void#
Remove the EditorScenePostImportPlugin, added with add_scene_post_import_plugin.
func remove_tool_menu_item(name: String) -> void#
Removes a menu name from Project > Tools.
func remove_translation_parser_plugin(parser: EditorTranslationParserPlugin) -> void#
Removes a custom translation parser plugin registered by add_translation_parser_plugin.
func remove_undo_redo_inspector_hook_callback(callable: Callable) -> void#
Removes a callback previously added by add_undo_redo_inspector_hook_callback.
func set_dock_tab_icon(icon: Texture2D) -> void#
Sets the tab icon for the given control in a dock slot. Setting to null removes the icon.
func set_force_draw_over_forwarding_enabled() -> void#
Enables calling of _forward_canvas_force_draw_over_viewport for the 2D editor and _forward_3d_force_draw_over_viewport 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.
func set_input_event_forwarding_always_enabled() -> void#
Use this method if you always want to receive inputs from 3D view screen inside _forward_3d_gui_input. It might be especially usable if your plugin will want to use raycast in the scene.
const func update_overlays() -> int#
Updates the overlays of the 2D and 3D editor viewport. Causes methods _forward_canvas_draw_over_viewport, _forward_canvas_force_draw_over_viewport, _forward_3d_draw_over_viewport and _forward_3d_force_draw_over_viewport to be called.
Annotations #
Constants #
const CONTAINER_TOOLBAR = 0 enum CustomControlContainer#
Main editor toolbar, next to play buttons.
const CONTAINER_SPATIAL_EDITOR_MENU = 1 enum CustomControlContainer#
The toolbar that appears when 3D editor is active.
const CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2 enum CustomControlContainer#
Left sidebar of the 3D editor.
const CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3 enum CustomControlContainer#
Right sidebar of the 3D editor.
const CONTAINER_SPATIAL_EDITOR_BOTTOM = 4 enum CustomControlContainer#
Bottom panel of the 3D editor.
const CONTAINER_CANVAS_EDITOR_MENU = 5 enum CustomControlContainer#
The toolbar that appears when 2D editor is active.
const CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6 enum CustomControlContainer#
Left sidebar of the 2D editor.
const CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7 enum CustomControlContainer#
Right sidebar of the 2D editor.
const CONTAINER_CANVAS_EDITOR_BOTTOM = 8 enum CustomControlContainer#
Bottom panel of the 2D editor.
const CONTAINER_INSPECTOR_BOTTOM = 9 enum CustomControlContainer#
Bottom section of the inspector.
const CONTAINER_PROJECT_SETTING_TAB_LEFT = 10 enum CustomControlContainer#
Tab of Project Settings dialog, to the left of other tabs.
const CONTAINER_PROJECT_SETTING_TAB_RIGHT = 11 enum CustomControlContainer#
Tab of Project Settings dialog, to the right of other tabs.
const DOCK_SLOT_LEFT_UL = 0 enum DockSlot#
Dock slot, left side, upper-left (empty in default layout).
const DOCK_SLOT_LEFT_BL = 1 enum DockSlot#
Dock slot, left side, bottom-left (empty in default layout).
const DOCK_SLOT_LEFT_UR = 2 enum DockSlot#
Dock slot, left side, upper-right (in default layout includes Scene and Import docks).
const DOCK_SLOT_LEFT_BR = 3 enum DockSlot#
Dock slot, left side, bottom-right (in default layout includes FileSystem dock).
const DOCK_SLOT_RIGHT_UL = 4 enum DockSlot#
Dock slot, right side, upper-left (in default layout includes Inspector, Node, and History docks).
const DOCK_SLOT_RIGHT_BL = 5 enum DockSlot#
Dock slot, right side, bottom-left (empty in default layout).
const DOCK_SLOT_RIGHT_UR = 6 enum DockSlot#
Dock slot, right side, upper-right (empty in default layout).
const DOCK_SLOT_RIGHT_BR = 7 enum DockSlot#
Dock slot, right side, bottom-right (empty in default layout).
const DOCK_SLOT_MAX = 8 enum DockSlot#
Represents the size of the DockSlot enum.
const AFTER_GUI_INPUT_PASS = 0 enum AfterGUIInput#
Forwards the InputEvent to other EditorPlugins.
const AFTER_GUI_INPUT_STOP = 1 enum AfterGUIInput#
Prevents the InputEvent from reaching other Editor classes.
const AFTER_GUI_INPUT_CUSTOM = 2 enum AfterGUIInput#
Pass the InputEvent to other editor plugins except the main Node3D one. This can be used to prevent node selection changes and work with sub-gizmos instead.
Constructors #
Enums #
CustomControlContainer#
enum CustomControlContainer {
CONTAINER_TOOLBAR = 0,
CONTAINER_SPATIAL_EDITOR_MENU = 1,
CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2,
CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3,
CONTAINER_SPATIAL_EDITOR_BOTTOM = 4,
CONTAINER_CANVAS_EDITOR_MENU = 5,
CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6,
CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7,
CONTAINER_CANVAS_EDITOR_BOTTOM = 8,
CONTAINER_INSPECTOR_BOTTOM = 9,
CONTAINER_PROJECT_SETTING_TAB_LEFT = 10,
CONTAINER_PROJECT_SETTING_TAB_RIGHT = 11,
}DockSlot#
enum DockSlot {
DOCK_SLOT_LEFT_UL = 0,
DOCK_SLOT_LEFT_BL = 1,
DOCK_SLOT_LEFT_UR = 2,
DOCK_SLOT_LEFT_BR = 3,
DOCK_SLOT_RIGHT_UL = 4,
DOCK_SLOT_RIGHT_BL = 5,
DOCK_SLOT_RIGHT_UR = 6,
DOCK_SLOT_RIGHT_BR = 7,
DOCK_SLOT_MAX = 8,
}AfterGUIInput#
enum AfterGUIInput {
AFTER_GUI_INPUT_PASS = 0,
AFTER_GUI_INPUT_STOP = 1,
AFTER_GUI_INPUT_CUSTOM = 2,
} Operators #
Signals #
signal main_screen_changed(screen_name: String)#
Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.
signal project_settings_changed()#
Emitted when any project setting has changed.
signal resource_saved(resource: Resource)#
Emitted when the given resource was saved on disc. See also scene_saved.
signal scene_changed(scene_root: Node)#
Emitted when the scene is changed in the editor. The argument will return the root node of the scene that has just become active. If this scene is new and empty, the argument will be null.
signal scene_closed(filepath: String)#
Emitted when user closes a scene. The argument is a file path to the closed scene.
signal scene_saved(filepath: String)#
Emitted when a scene was saved on disc. The argument is a file path to the saved scene. See also resource_saved.