Table of Contents

Class EditorPlugin

Namespace
Godot
Assembly
GodotSharpEditor.dll

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. LeftUl). These APIs assume left-to-right layout, and would be backwards when using right-to-left layout. These names are kept for compatibility reasons.

public class EditorPlugin : Node, IDisposable
Inheritance
EditorPlugin
Implements
Inherited Members

Constructors

EditorPlugin()

public EditorPlugin()

Methods

AddAutoloadSingleton(string, string)

Adds a script at path to the Autoload list as name.

public void AddAutoloadSingleton(string name, string path)

Parameters

name string
path string

AddControlToBottomPanel(Control, string)

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(Control) and free it with QueueFree().

public Button AddControlToBottomPanel(Control control, string title)

Parameters

control Control
title string

Returns

Button

AddControlToContainer(CustomControlContainer, Control)

Adds a custom control to a container (see EditorPlugin.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(CustomControlContainer, Control) and free it with QueueFree().

public void AddControlToContainer(EditorPlugin.CustomControlContainer container, Control control)

Parameters

container EditorPlugin.CustomControlContainer
control Control

AddControlToDock(DockSlot, Control)

Adds the control to a specific dock slot (see EditorPlugin.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(Control) and free it with QueueFree().

public void AddControlToDock(EditorPlugin.DockSlot slot, Control control)

Parameters

slot EditorPlugin.DockSlot
control Control

AddCustomType(string, string, Script, Texture2D)

Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.

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(GodotObject) 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.

public void AddCustomType(string type, string @base, Script script, Texture2D icon)

Parameters

type string
base string
script Script
icon Texture2D

AddDebuggerPlugin(EditorDebuggerPlugin)

Adds a Script as debugger plugin to the Debugger. The script must extend EditorDebuggerPlugin.

public void AddDebuggerPlugin(EditorDebuggerPlugin script)

Parameters

script EditorDebuggerPlugin

AddExportPlugin(EditorExportPlugin)

Registers a new EditorExportPlugin. Export plugins are used to perform tasks when the project is being exported.

See AddInspectorPlugin(EditorInspectorPlugin) for an example of how to register a plugin.

public void AddExportPlugin(EditorExportPlugin plugin)

Parameters

plugin EditorExportPlugin

AddImportPlugin(EditorImportPlugin, bool)

Registers a new EditorImportPlugin. Import plugins are used to import custom and unsupported assets as a custom Resource type.

If firstPriority 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 AddSceneFormatImporterPlugin(EditorSceneFormatImporter, bool) instead.

See AddInspectorPlugin(EditorInspectorPlugin) for an example of how to register a plugin.

public void AddImportPlugin(EditorImportPlugin importer, bool firstPriority = false)

Parameters

importer EditorImportPlugin
firstPriority bool

AddInspectorPlugin(EditorInspectorPlugin)

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(EditorInspectorPlugin) to remove the registered EditorInspectorPlugin when your EditorPlugin is disabled to prevent leaks and an unexpected behavior.

public void AddInspectorPlugin(EditorInspectorPlugin plugin)

Parameters

plugin EditorInspectorPlugin

AddNode3DGizmoPlugin(EditorNode3DGizmoPlugin)

Registers a new EditorNode3DGizmoPlugin. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a Node3D.

See AddInspectorPlugin(EditorInspectorPlugin) for an example of how to register a plugin.

public void AddNode3DGizmoPlugin(EditorNode3DGizmoPlugin plugin)

Parameters

plugin EditorNode3DGizmoPlugin

AddResourceConversionPlugin(EditorResourceConversionPlugin)

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.

public void AddResourceConversionPlugin(EditorResourceConversionPlugin plugin)

Parameters

plugin EditorResourceConversionPlugin

AddSceneFormatImporterPlugin(EditorSceneFormatImporter, bool)

Registers a new EditorSceneFormatImporter. Scene importers are used to import custom 3D asset formats as scenes.

If firstPriority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.

public void AddSceneFormatImporterPlugin(EditorSceneFormatImporter sceneFormatImporter, bool firstPriority = false)

Parameters

sceneFormatImporter EditorSceneFormatImporter
firstPriority bool

AddScenePostImportPlugin(EditorScenePostImportPlugin, bool)

Add a EditorScenePostImportPlugin. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.

If firstPriority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.

public void AddScenePostImportPlugin(EditorScenePostImportPlugin sceneImportPlugin, bool firstPriority = false)

Parameters

sceneImportPlugin EditorScenePostImportPlugin
firstPriority bool

AddToolMenuItem(string, Callable)

Adds a custom menu item to Project > Tools named name. When clicked, the provided callable will be called.

public void AddToolMenuItem(string name, Callable callable)

Parameters

name string
callable Callable

AddToolSubmenuItem(string, PopupMenu)

Adds a custom PopupMenu submenu under Project > Tools >name. Use RemoveToolMenuItem(string) on plugin clean up to remove the menu.

public void AddToolSubmenuItem(string name, PopupMenu submenu)

Parameters

name string
submenu PopupMenu

AddTranslationParserPlugin(EditorTranslationParserPlugin)

Registers a custom translation parser plugin for extracting translatable strings from custom files.

public void AddTranslationParserPlugin(EditorTranslationParserPlugin parser)

Parameters

parser EditorTranslationParserPlugin

AddUndoRedoInspectorHookCallback(Callable)

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: GodotObjectundo_redo, GodotObjectmodified_object, stringproperty and Variantnew_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.

public void AddUndoRedoInspectorHookCallback(Callable callable)

Parameters

callable Callable

GetEditorInterface()

Returns the EditorInterface singleton instance.

Deprecated. EditorInterface is a global singleton and can be accessed directly by its name.

[Obsolete("This method is deprecated.")]
public EditorInterface GetEditorInterface()

Returns

EditorInterface

GetExportAsMenu()

Returns the PopupMenu under Scene > Export As....

public PopupMenu GetExportAsMenu()

Returns

PopupMenu

GetPluginVersion()

Provide the version of the plugin declared in the plugin.cfg config file.

public string GetPluginVersion()

Returns

string

GetScriptCreateDialog()

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.

public ScriptCreateDialog GetScriptCreateDialog()

Returns

ScriptCreateDialog

GetUndoRedo()

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.

public EditorUndoRedoManager GetUndoRedo()

Returns

EditorUndoRedoManager

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

HideBottomPanel()

Minimizes the bottom panel.

public void HideBottomPanel()

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

MakeBottomPanelItemVisible(Control)

Makes a specific item in the bottom panel visible.

public void MakeBottomPanelItemVisible(Control item)

Parameters

item Control

QueueSaveLayout()

Queue save the project's editor layout.

public void QueueSaveLayout()

RemoveAutoloadSingleton(string)

Removes an Autoload name from the list.

public void RemoveAutoloadSingleton(string name)

Parameters

name string

RemoveControlFromBottomPanel(Control)

Removes the control from the bottom panel. You have to manually QueueFree() the control.

public void RemoveControlFromBottomPanel(Control control)

Parameters

control Control

RemoveControlFromContainer(CustomControlContainer, Control)

Removes the control from the specified container. You have to manually QueueFree() the control.

public void RemoveControlFromContainer(EditorPlugin.CustomControlContainer container, Control control)

Parameters

container EditorPlugin.CustomControlContainer
control Control

RemoveControlFromDocks(Control)

Removes the control from the dock. You have to manually QueueFree() the control.

public void RemoveControlFromDocks(Control control)

Parameters

control Control

RemoveCustomType(string)

Removes a custom type added by AddCustomType(string, string, Script, Texture2D).

public void RemoveCustomType(string type)

Parameters

type string

RemoveDebuggerPlugin(EditorDebuggerPlugin)

Removes the debugger plugin with given script from the Debugger.

public void RemoveDebuggerPlugin(EditorDebuggerPlugin script)

Parameters

script EditorDebuggerPlugin

RemoveExportPlugin(EditorExportPlugin)

Removes an export plugin registered by AddExportPlugin(EditorExportPlugin).

public void RemoveExportPlugin(EditorExportPlugin plugin)

Parameters

plugin EditorExportPlugin

RemoveImportPlugin(EditorImportPlugin)

Removes an import plugin registered by AddImportPlugin(EditorImportPlugin, bool).

public void RemoveImportPlugin(EditorImportPlugin importer)

Parameters

importer EditorImportPlugin

RemoveInspectorPlugin(EditorInspectorPlugin)

Removes an inspector plugin registered by AddImportPlugin(EditorImportPlugin, bool)

public void RemoveInspectorPlugin(EditorInspectorPlugin plugin)

Parameters

plugin EditorInspectorPlugin

RemoveNode3DGizmoPlugin(EditorNode3DGizmoPlugin)

Removes a gizmo plugin registered by AddNode3DGizmoPlugin(EditorNode3DGizmoPlugin).

public void RemoveNode3DGizmoPlugin(EditorNode3DGizmoPlugin plugin)

Parameters

plugin EditorNode3DGizmoPlugin

RemoveResourceConversionPlugin(EditorResourceConversionPlugin)

Removes a resource conversion plugin registered by AddResourceConversionPlugin(EditorResourceConversionPlugin).

public void RemoveResourceConversionPlugin(EditorResourceConversionPlugin plugin)

Parameters

plugin EditorResourceConversionPlugin

RemoveSceneFormatImporterPlugin(EditorSceneFormatImporter)

Removes a scene format importer registered by AddSceneFormatImporterPlugin(EditorSceneFormatImporter, bool).

public void RemoveSceneFormatImporterPlugin(EditorSceneFormatImporter sceneFormatImporter)

Parameters

sceneFormatImporter EditorSceneFormatImporter

RemoveScenePostImportPlugin(EditorScenePostImportPlugin)

public void RemoveScenePostImportPlugin(EditorScenePostImportPlugin sceneImportPlugin)

Parameters

sceneImportPlugin EditorScenePostImportPlugin

RemoveToolMenuItem(string)

Removes a menu name from Project > Tools.

public void RemoveToolMenuItem(string name)

Parameters

name string

RemoveTranslationParserPlugin(EditorTranslationParserPlugin)

Removes a custom translation parser plugin registered by AddTranslationParserPlugin(EditorTranslationParserPlugin).

public void RemoveTranslationParserPlugin(EditorTranslationParserPlugin parser)

Parameters

parser EditorTranslationParserPlugin

RemoveUndoRedoInspectorHookCallback(Callable)

Removes a callback previously added by AddUndoRedoInspectorHookCallback(Callable).

public void RemoveUndoRedoInspectorHookCallback(Callable callable)

Parameters

callable Callable

SetForceDrawOverForwardingEnabled()

Enables calling of _ForwardCanvasForceDrawOverViewport(Control) for the 2D editor and _Forward3DForceDrawOverViewport(Control) 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.

public void SetForceDrawOverForwardingEnabled()

SetInputEventForwardingAlwaysEnabled()

Use this method if you always want to receive inputs from 3D view screen inside _Forward3DGuiInput(Camera3D, InputEvent). It might be especially usable if your plugin will want to use raycast in the scene.

public void SetInputEventForwardingAlwaysEnabled()

UpdateOverlays()

public int UpdateOverlays()

Returns

int

_ApplyChanges()

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.

public virtual void _ApplyChanges()

_Build()

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.

public virtual bool _Build()

Returns

bool

_Clear()

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.

public virtual void _Clear()

_DisablePlugin()

Called by the engine when the user disables the EditorPlugin in the Plugin tab of the project settings window.

public virtual void _DisablePlugin()

_Edit(GodotObject)

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.

public virtual void _Edit(GodotObject @object)

Parameters

object GodotObject

_EnablePlugin()

Called by the engine when the user enables the EditorPlugin in the Plugin tab of the project settings window.

public virtual void _EnablePlugin()

_Forward3DDrawOverViewport(Control)

Called by the engine when the 3D editor's viewport is updated. Use the overlayControl for drawing. You can update the viewport manually by calling UpdateOverlays().

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; }

public virtual void _Forward3DDrawOverViewport(Control viewportControl)

Parameters

viewportControl Control

_Forward3DForceDrawOverViewport(Control)

This method is the same as _Forward3DDrawOverViewport(Control), 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().

public virtual void _Forward3DForceDrawOverViewport(Control viewportControl)

Parameters

viewportControl Control

_Forward3DGuiInput(Camera3D, InputEvent)

Called when there is a root node in the current edited scene, _Handles(GodotObject) 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 EditorPlugin.AfterGuiInput for options.

Example:

// Prevents the InputEvent from reaching other Editor classes.
  public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D camera, InputEvent @event)
  {
      return EditorPlugin.AfterGuiInput.Stop;
  }

Must return EditorPlugin.AFTER_GUI_INPUT_PASS in order to forward the InputEvent to other Editor classes.

Example:

// 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;
  }
public virtual int _Forward3DGuiInput(Camera3D viewportCamera, InputEvent @event)

Parameters

viewportCamera Camera3D
event InputEvent

Returns

int

_ForwardCanvasDrawOverViewport(Control)

Called by the engine when the 2D editor's viewport is updated. Use the overlayControl for drawing. You can update the viewport manually by calling UpdateOverlays().

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; }

public virtual void _ForwardCanvasDrawOverViewport(Control viewportControl)

Parameters

viewportControl Control

_ForwardCanvasForceDrawOverViewport(Control)

This method is the same as _ForwardCanvasDrawOverViewport(Control), 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().

public virtual void _ForwardCanvasForceDrawOverViewport(Control viewportControl)

Parameters

viewportControl Control

_ForwardCanvasGuiInput(InputEvent)

Called when there is a root node in the current edited scene, _Handles(GodotObject) is implemented and an InputEvent happens in the 2D viewport. Intercepts the InputEvent, if return trueEditorPlugin consumes the event, otherwise forwards event to other Editor classes.

Example:

// Prevents the InputEvent from reaching other Editor classes.
  public override bool ForwardCanvasGuiInput(InputEvent @event)
  {
      return true;
  }

Must return false in order to forward the InputEvent to other Editor classes.

Example:

// Consumes InputEventMouseMotion and forwards other InputEvent types.
  public override bool _ForwardCanvasGuiInput(InputEvent @event)
  {
      if (@event is InputEventMouseMotion)
      {
          return true;
      }
      return false;
  }
public virtual bool _ForwardCanvasGuiInput(InputEvent @event)

Parameters

event InputEvent

Returns

bool

_GetBreakpoints()

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.

public virtual string[] _GetBreakpoints()

Returns

string[]

_GetPluginIcon()

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 16x16 pixels in size.

public override Texture2D _GetPluginIcon()
  {
      // You can use a custom icon:
      return ResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg");
      // Or use a built-in icon:
      return EditorInterface.Singleton.GetEditorTheme().GetIcon("Node", "EditorIcons");
  }
public virtual Texture2D _GetPluginIcon()

Returns

Texture2D

_GetPluginName()

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.

public virtual string _GetPluginName()

Returns

string

_GetState()

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 _GetWindowLayout(ConfigFile) instead.

Use _SetState(Dictionary) 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 _GetPluginName() for the state to be stored and restored correctly.

func _get_state():
      var state = {"zoom": zoom, "preferred_color": my_color}
      return state
public virtual Dictionary _GetState()

Returns

Dictionary

_GetUnsavedStatus(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, forScene 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, _SaveExternalData() 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 = false

If 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 ""
public virtual string _GetUnsavedStatus(string forScene)

Parameters

forScene string

Returns

string

_GetWindowLayout(ConfigFile)

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 QueueSaveLayout() 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 _SetWindowLayout(ConfigFile) 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)
public virtual void _GetWindowLayout(ConfigFile configuration)

Parameters

configuration ConfigFile

_Handles(GodotObject)

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(GodotObject) and _MakeVisible(bool) called when the editor requests them. If you have declared the methods _ForwardCanvasGuiInput(InputEvent) and _Forward3DGuiInput(Camera3D, InputEvent) 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.

public virtual bool _Handles(GodotObject @object)

Parameters

object GodotObject

Returns

bool

_HasMainScreen()

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 GetBaseControl() and made visible inside _MakeVisible(bool).

Use _GetPluginName() and _GetPluginIcon() 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")

public virtual bool _HasMainScreen()

Returns

bool

_MakeVisible(bool)

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.

public virtual void _MakeVisible(bool visible)

Parameters

visible bool

_SaveExternalData()

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.

public virtual void _SaveExternalData()

_SetState(Dictionary)

Restore the state saved by _GetState(). This method is called when the current scene tab is changed in the editor.

Note: Your plugin must implement _GetPluginName(), 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)
public virtual void _SetState(Dictionary state)

Parameters

state Dictionary

_SetWindowLayout(ConfigFile)

Restore the plugin GUI layout and data saved by _GetWindowLayout(ConfigFile). 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)
public virtual void _SetWindowLayout(ConfigFile configuration)

Parameters

configuration ConfigFile

Events

MainScreenChanged

Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.

public event EditorPlugin.MainScreenChangedEventHandler MainScreenChanged

Event Type

EditorPlugin.MainScreenChangedEventHandler

ProjectSettingsChanged

Emitted when any project setting has changed.

Deprecated. Use SettingsChanged instead.

[Obsolete("This signal is deprecated.")]
public event Action ProjectSettingsChanged

Event Type

Action

ResourceSaved

Emitted when the given resource was saved on disc.

public event EditorPlugin.ResourceSavedEventHandler ResourceSaved

Event Type

EditorPlugin.ResourceSavedEventHandler

SceneChanged

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.

public event EditorPlugin.SceneChangedEventHandler SceneChanged

Event Type

EditorPlugin.SceneChangedEventHandler

SceneClosed

Emitted when user closes a scene. The argument is file path to a closed scene.

public event EditorPlugin.SceneClosedEventHandler SceneClosed

Event Type

EditorPlugin.SceneClosedEventHandler