Table of Contents

Namespace Godot

Classes

EditorCommandPalette

Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through Editor > Command Palette menu.

Command key names use slash delimiters to distinguish sections, for example: "example/command1" then example will be the section name.

EditorCommandPalette commandPalette = EditorInterface.Singleton.GetCommandPalette();
  // ExternalCommand is a function that will be called with the command is executed.
  Callable commandCallable = new Callable(this, MethodName.ExternalCommand);
  commandPalette.AddCommand("command", "test/command", commandCallable)

Note: This class shouldn't be instantiated directly. Instead, access the singleton using GetCommandPalette().

EditorCommandPalette.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorCommandPalette.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorCommandPalette.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorDebuggerPlugin

EditorDebuggerPlugin provides functions related to the editor side of the debugger.

To interact with the debugger, an instance of this class must be added to the editor via AddDebuggerPlugin(EditorDebuggerPlugin).

Once added, the _SetupSession(int) callback will be called for every EditorDebuggerSession available to the plugin, and when new ones are created (the sessions may be inactive during this stage).

You can retrieve the available EditorDebuggerSessions via GetSessions() or get a specific one via GetSession(int).

EditorDebuggerPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorDebuggerPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorDebuggerPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorDebuggerSession

This class cannot be directly instantiated and must be retrieved via a EditorDebuggerPlugin.

You can add tabs to the session UI via AddSessionTab(Control), send messages via SendMessage(string, Array), and toggle EngineProfilers via ToggleProfiler(string, bool, Array).

EditorDebuggerSession.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorDebuggerSession.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorDebuggerSession.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatform

Base resource that provides the functionality of exporting a release build of a project to a platform, from the editor. Stores platform-specific metadata such as the name and supported features of the platform, and performs the exporting of projects, PCK files, and ZIP files. Uses an export template for the platform provided at the time of project exporting.

Used in scripting by EditorExportPlugin to configure platform-specific customization of scenes and resources. See _BeginCustomizeScenes(EditorExportPlatform, string[]) and _BeginCustomizeResources(EditorExportPlatform, string[]) for more details.

EditorExportPlatform.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatform.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatform.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatformAndroid
EditorExportPlatformAndroid.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatformAndroid.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatformAndroid.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatformIos
EditorExportPlatformIos.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatformIos.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatformIos.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatformLinuxBsd
EditorExportPlatformLinuxBsd.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatformLinuxBsd.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatformLinuxBsd.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatformMacOS
EditorExportPlatformMacOS.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatformMacOS.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatformMacOS.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatformPC
EditorExportPlatformPC.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatformPC.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatformPC.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatformWeb

The Web exporter customizes how a web build is handled. In the editor's "Export" window, it is created when adding a new "Web" preset.

Note: Godot on Web is rendered inside a <canvas> tag. Normally, the canvas cannot be positioned or resized manually, but otherwise acts as the main Window of the application.

EditorExportPlatformWeb.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatformWeb.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatformWeb.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlatformWindows
EditorExportPlatformWindows.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlatformWindows.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlatformWindows.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorExportPlugin

EditorExportPlugins are automatically invoked whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, _ExportBegin(string[], bool, string, uint) is called at the beginning of the export process and then _ExportFile(string, string, string[]) is called for each exported file.

To use EditorExportPlugin, register it using the AddExportPlugin(EditorExportPlugin) method first.

EditorExportPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorExportPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorExportPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorFeatureProfile

An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit.

To manage editor feature profiles visually, use Editor > Manage Feature Profiles... at the top of the editor window.

EditorFeatureProfile.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorFeatureProfile.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorFeatureProfile.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorFileDialog

EditorFileDialog is an enhanced version of FileDialog available only to editor plugins. Additional features include list of favorited/recent files and the ability to see files as thumbnails grid instead of list.

EditorFileDialog.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorFileDialog.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorFileDialog.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorFileSystem

This object holds information of all resources in the filesystem, their types, etc.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using GetResourceFilesystem().

EditorFileSystem.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorFileSystem.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorFileSystem.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorFileSystemDirectory

A more generalized, low-level variation of the directory concept.

EditorFileSystemDirectory.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorFileSystemDirectory.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorFileSystemDirectory.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorFileSystemImportFormatSupportQuery

This class is used to query and configure a certain import format. It is used in conjunction with asset format import plugins.

EditorFileSystemImportFormatSupportQuery.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorFileSystemImportFormatSupportQuery.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorFileSystemImportFormatSupportQuery.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorImportPlugin

EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers.

EditorImportPlugins work by associating with specific file extensions and a resource type. See _GetRecognizedExtensions() and _GetResourceType(). They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the .godot/imported directory (see ProjectSettings.application/config/use_hidden_project_data_directory).

Below is an example EditorImportPlugin that imports a Mesh from a file with the extension ".special" or ".spec":

using Godot;

public partial class MySpecialPlugin : EditorImportPlugin { public override string _GetImporterName() { return "my.special.plugin"; }

  public override string _GetVisibleName()
  {
      return "Special Mesh";
  }

  public override string[] _GetRecognizedExtensions()
  {
      return new string[] { "special", "spec" };
  }

  public override string _GetSaveExtension()
  {
      return "mesh";
  }

  public override string _GetResourceType()
  {
      return "Mesh";
  }

  public override int _GetPresetCount()
  {
      return 1;
  }

  public override string _GetPresetName(int presetIndex)
  {
      return "Default";
  }

  public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetImportOptions(string path, int presetIndex)
  {
      return new Godot.Collections.Array<Godot.Collections.Dictionary>
      {
          new Godot.Collections.Dictionary
          {
              { "name", "myOption" },
              { "default_value", false },
          }
      };
  }

  public override int _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array<string> platformVariants, Godot.Collections.Array<string> genFiles)
  {
      using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags.Read);
      if (file.GetError() != Error.Ok)
      {
          return (int)Error.Failed;
      }

      var mesh = new ArrayMesh();
      // Fill the Mesh with data read in "file", left as an exercise to the reader.
      string filename = $"{savePath}.{_GetSaveExtension()}";
      return (int)ResourceSaver.Save(mesh, filename);
  }

}

To use EditorImportPlugin, register it using the AddImportPlugin(EditorImportPlugin, bool) method first.

EditorImportPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorImportPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorImportPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorInspector

This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the EditorInspector used in the editor's Inspector dock, use GetInspector().

EditorInspector will show properties in the same order as the array returned by GetPropertyList().

If a property's name is path-like (i.e. if it contains forward slashes), EditorInspector will create nested sections for "directories" along the path. For example, if a property is named highlighting/gdscript/node_path_color, it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.

If a property has Group usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. EditorInspector will create a top-level section for each group. For example, if a property with group usage is named Collide With and its hint string is collide_with_, a subsequent collide_with_area property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like font, font_color and font_size (using the hint string font_).

If a property has Subgroup usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.

Note: Unlike sections created from path-like property names, EditorInspector won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.

EditorInspector.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorInspector.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorInspector.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorInspectorPlugin

EditorInspectorPlugin allows adding custom property editors to EditorInspector.

When an object is edited, the _CanHandle(GodotObject) function is called and must return true if the object type is supported.

If supported, the function _ParseBegin(GodotObject) will be called, allowing to place custom controls at the beginning of the class.

Subsequently, the _ParseCategory(GodotObject, string) and _ParseProperty(GodotObject, Type, string, PropertyHint, string, PropertyUsageFlags, bool) are called for every category and property. They offer the ability to add custom controls to the inspector too.

Finally, _ParseEnd(GodotObject) will be called.

On each of these calls, the "add" functions can be called.

To use EditorInspectorPlugin, register it using the AddInspectorPlugin(EditorInspectorPlugin) method first.

EditorInspectorPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorInspectorPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorInspectorPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorInterface

EditorInterface gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to EditorSettings, EditorFileSystem, EditorResourcePreview, ScriptEditor, the editor viewport, and information about scenes.

Note: This class shouldn't be instantiated directly. Instead, access the singleton directly by its name.

// In C# you can access it via the static Singleton property.
  EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
EditorInterface.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorInterface.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorInterface.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorNode3DGizmo

Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for Node3D objects. Can be overridden to create custom gizmos, but for simple gizmos creating a EditorNode3DGizmoPlugin is usually recommended.

EditorNode3DGizmo.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorNode3DGizmo.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorNode3DGizmo.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorNode3DGizmoPlugin

EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending EditorNode3DGizmoPlugin for the simpler gizmos, or creating a new EditorNode3DGizmo type. See the tutorial in the documentation for more info.

To use EditorNode3DGizmoPlugin, register it using the AddNode3DGizmoPlugin(EditorNode3DGizmoPlugin) method first.

EditorNode3DGizmoPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorNode3DGizmoPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorNode3DGizmoPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorPaths

This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system.

Note: This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use HasSingleton(StringName) to check whether the singleton is available before using it.

Note: On the Linux/BSD platform, Godot complies with the XDG Base Directory Specification. You can override environment variables following the specification to change the editor and project data paths.

EditorPaths.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorPaths.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorPaths.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorPlugin

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.

EditorPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorProperty

A custom control for editing properties that can be added to the EditorInspector. It is added via EditorInspectorPlugin.

EditorProperty.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorProperty.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorProperty.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorResourceConversionPlugin

EditorResourceConversionPlugin is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type.

Below shows an example of a basic plugin that will convert an ImageTexture to a PortableCompressedTexture2D.

To use an EditorResourceConversionPlugin, register it using the AddResourceConversionPlugin(EditorResourceConversionPlugin) method first.

EditorResourceConversionPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorResourceConversionPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorResourceConversionPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorResourcePicker

This Control node is used in the editor's Inspector dock to allow editing of Resource type properties. It provides options for creating, loading, saving and converting resources. Can be used with EditorInspectorPlugin to recreate the same behavior.

Note: This Control does not include any editor for the resource, as editing is controlled by the Inspector dock itself or sub-Inspectors.

EditorResourcePicker.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorResourcePicker.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorResourcePicker.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorResourcePreview

This node is used to generate previews for resources or files.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using GetResourcePreviewer().

EditorResourcePreview.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorResourcePreview.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorResourcePreview.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorResourcePreviewGenerator

Custom code to generate previews. Please check file_dialog/thumbnail_size in EditorSettings to find out the right size to do previews at.

EditorResourcePreviewGenerator.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorResourcePreviewGenerator.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorResourcePreviewGenerator.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorResourceTooltipPlugin

Resource tooltip plugins are used by FileSystemDock to generate customized tooltips for specific resources. E.g. tooltip for a Texture2D displays a bigger preview and the texture's dimensions.

A plugin must be first registered with AddResourceTooltipPlugin(EditorResourceTooltipPlugin). When the user hovers a resource in filesystem dock which is handled by the plugin, _MakeTooltipForPath(string, Dictionary, Control) is called to create the tooltip. It works similarly to _MakeCustomTooltip(string).

EditorResourceTooltipPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorResourceTooltipPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorResourceTooltipPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSceneFormatImporter

EditorSceneFormatImporter allows to define an importer script for a third-party 3D format.

To use EditorSceneFormatImporter, register it using the AddSceneFormatImporterPlugin(EditorSceneFormatImporter, bool) method first.

EditorSceneFormatImporter.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSceneFormatImporter.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSceneFormatImporter.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSceneFormatImporterBlend

Imports Blender scenes in the .blend file format through the glTF 2.0 3D import pipeline. This importer requires Blender to be installed by the user, so that it can be used to export the scene as glTF 2.0.

The location of the Blender binary is set via the filesystem/import/blender/blender3_path editor setting.

This importer is only used if ProjectSettings.filesystem/import/blender/enabled is enabled, otherwise .blend files present in the project folder are not imported.

Blend import requires Blender 3.0.

Internally, the EditorSceneFormatImporterBlend uses the Blender glTF "Use Original" mode to reference external textures.

EditorSceneFormatImporterBlend.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSceneFormatImporterBlend.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSceneFormatImporterBlend.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSceneFormatImporterFbx

Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using the FBX2glTF command line tool.

The location of the FBX2glTF binary is set via the filesystem/import/fbx/fbx2gltf_path editor setting.

This importer is only used if ProjectSettings.filesystem/import/fbx/enabled is enabled, otherwise .fbx files present in the project folder are not imported.

EditorSceneFormatImporterFbx.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSceneFormatImporterFbx.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSceneFormatImporterFbx.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSceneFormatImporterGltf
EditorSceneFormatImporterGltf.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSceneFormatImporterGltf.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSceneFormatImporterGltf.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorScenePostImport

Imported scenes can be automatically modified right after import by setting their Custom Script Import property to a tool script that inherits from this class.

The _PostImport(Node) callback receives the imported scene's root node and returns the modified version of the scene. Usage example:

using Godot;

// This sample changes all node names. // Called right after the scene is imported and gets the root node. [Tool] public partial class NodeRenamer : EditorScenePostImport { public override GodotObject PostImport(Node scene) { // Change all node names to "modified[oldnodename]" Iterate(scene); return scene; // Remember to return the imported scene }

  public void Iterate(Node node)
  {
      if (node != null)
      {
          node.Name = $"modified_{node.Name}";
          foreach (Node child in node.GetChildren())
          {
              Iterate(child);
          }
      }
  }

}

EditorScenePostImport.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorScenePostImport.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorScenePostImport.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorScenePostImportPlugin

This plugin type exists to modify the process of importing scenes, allowing to change the content as well as add importer options at every stage of the process.

EditorScenePostImportPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorScenePostImportPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorScenePostImportPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorScript

Scripts extending this class and implementing its _Run() method can be executed from the Script Editor's File > Run menu option (or by pressing Ctrl + Shift + X) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using EditorPlugins instead.

Note: Extending scripts need to have tool mode enabled.

Example script:

using Godot;

[Tool] public partial class HelloEditor : EditorScript { public override void _Run() { GD.Print("Hello from the Godot Editor!"); } }

Note: The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot Output dock.

Note: EditorScript is RefCounted, meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.

EditorScript.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorScript.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorScript.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorScriptPicker

Similar to EditorResourcePicker this Control node is used in the editor's Inspector dock, but only to edit the script property of a Node. Default options for creating new resources of all possible subtypes are replaced with dedicated buttons that open the "Attach Node Script" dialog. Can be used with EditorInspectorPlugin to recreate the same behavior.

Note: You must set the ScriptOwner for the custom context menu items to work.

EditorScriptPicker.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorScriptPicker.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorScriptPicker.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSelection

This object manages the SceneTree selection in the editor.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using GetSelection().

EditorSelection.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSelection.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSelection.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSettings

Object that holds the project-independent editor settings. These settings are generally visible in the Editor > Editor Settings menu.

Property names use slash delimiters to distinguish sections. Setting values can be of any Variant type. It's recommended to use snake_case for editor settings to be consistent with the Godot editor itself.

Accessing the settings can be done using the following methods, such as:

EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
  // `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
  settings.SetSetting("some/property", Value);
  // `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
  settings.GetSetting("some/property");
  Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = settings.GetPropertyList();

Note: This class shouldn't be instantiated directly. Instead, access the singleton using GetEditorSettings().

EditorSettings.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSettings.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSettings.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSpinSlider

This Control node is used in the editor's Inspector dock to allow editing of numeric values. Can be used with EditorInspectorPlugin to recreate the same behavior.

If the Step value is 1, the EditorSpinSlider will display up/down arrows, similar to SpinBox. If the Step value is not 1, a slider will be displayed instead.

EditorSpinSlider.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSpinSlider.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSpinSlider.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorSyntaxHighlighter

Base class that all SyntaxHighlighters used by the ScriptEditor extend from.

Add a syntax highlighter to an individual script by calling AddSyntaxHighlighter(EditorSyntaxHighlighter). To apply to all scripts on open, call RegisterSyntaxHighlighter(EditorSyntaxHighlighter).

EditorSyntaxHighlighter.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorSyntaxHighlighter.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorSyntaxHighlighter.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorTranslationParserPlugin

EditorTranslationParserPlugin is invoked when a file is being parsed to extract strings that require translation. To define the parsing and string extraction logic, override the _ParseFile(string, Array<string>, Array<Array>) method in script.

Add the extracted strings to argument msgids or msgids_context_plural if context or plural is used.

When adding to msgids_context_plural, you must add the data using the format ["A", "B", "C"], where A represents the extracted string, B represents the context, and C represents the plural version of the extracted string. If you want to add only context but not plural, put "" for the plural slot. The idea is the same if you only want to add plural but not context. See the code below for concrete examples.

The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu.

Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT.

using Godot;

[Tool] public partial class CustomParser : EditorTranslationParserPlugin { public override void _ParseFile(string path, Godot.Collections.Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> msgidsContextPlural) { using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read); string text = file.GetAsText(); string[] splitStrs = text.Split(",", allowEmpty: false); foreach (string s in splitStrs) { msgids.Add(s); //GD.Print($"Extracted string: {s}"); } }

  public override string[] _GetRecognizedExtensions()
  {
      return new string[] { "csv" };
  }

}

To add a translatable string associated with context or plural, add it to msgids_context_plural:

// This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals".
  msgidsContextPlural.Add(new Godot.Collections.Array{"Test 1", "context", "test 1 Plurals"});
  // This will add a message with msgid "A test without context" and msgid_plural "plurals".
  msgidsContextPlural.Add(new Godot.Collections.Array{"A test without context", "", "plurals"});
  // This will add a message with msgid "Only with context" and msgctxt "a friendly context".
  msgidsContextPlural.Add(new Godot.Collections.Array{"Only with context", "a friendly context", ""});

Note: If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the path argument using Load(string, string, CacheMode). This is because built-in scripts are loaded as Resource type, not FileAccess type.

For example:

public override void _ParseFile(string path, Godot.Collections.Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> msgidsContextPlural)
  {
      var res = ResourceLoader.Load<Script>(path, "Script");
      string text = res.SourceCode;
      // Parsing logic.
  }

public override string[] _GetRecognizedExtensions() { return new string[] { "gd" }; }

To use EditorTranslationParserPlugin, register it using the AddTranslationParserPlugin(EditorTranslationParserPlugin) method first.

EditorTranslationParserPlugin.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorTranslationParserPlugin.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorTranslationParserPlugin.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorUndoRedoManager

EditorUndoRedoManager is a manager for UndoRedo objects associated with edited scenes. Each scene has its own undo history and EditorUndoRedoManager ensures that each action performed in the editor gets associated with a proper scene. For actions not related to scenes (ProjectSettings edits, external resources, etc.), a separate global history is used.

The usage is mostly the same as UndoRedo. You create and commit actions and the manager automatically decides under-the-hood what scenes it belongs to. The scene is deduced based on the first operation in an action, using the object from the operation. The rules are as follows:

- If the object is a Node, use the currently edited scene;

- If the object is a built-in resource, use the scene from its path;

- If the object is external resource or anything else, use global history.

This guessing can sometimes yield false results, so you can provide a custom context object when creating an action.

EditorUndoRedoManager is intended to be used by Godot editor plugins. You can obtain it using GetUndoRedo(). For non-editor uses or plugins that don't need to integrate with the editor's undo history, use UndoRedo instead.

The manager's API is mostly the same as in UndoRedo, so you can refer to its documentation for more examples. The main difference is that EditorUndoRedoManager uses object + method name for actions, instead of Callable.

EditorUndoRedoManager.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorUndoRedoManager.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorUndoRedoManager.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

EditorVcsInterface

Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are GDExtension plugins that inherit EditorVcsInterface and are attached (on demand) to the singleton instance of EditorVcsInterface. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from EditorVcsInterface and override each of these virtual functions.

EditorVcsInterface.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

EditorVcsInterface.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

EditorVcsInterface.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

FileSystemDock

This class is available only in EditorPlugins and can't be instantiated. You can access it using GetFileSystemDock().

While FileSystemDock doesn't expose any methods for file manipulation, it can listen for various file-related signals.

FileSystemDock.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

FileSystemDock.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

FileSystemDock.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterBMFont

The BMFont format is a format created by the BMFont program. Many BMFont-compatible programs also exist, like BMGlyph.

Compared to ResourceImporterImageFont, ResourceImporterBMFont supports bitmap fonts with varying glyph widths/heights.

See also ResourceImporterDynamicFont.

ResourceImporterBMFont.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterBMFont.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterBMFont.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterBitMap

Bitmap resources are typically used as click masks in TextureButton and TouchScreenButton.

ResourceImporterBitMap.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterBitMap.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterBitMap.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterCsvTranslation

Comma-separated values are a plain text table storage format. The format's simplicity makes it easy to edit in any text editor or spreadsheet software. This makes it a common choice for game localization.

Example CSV file:

keys,en,es,ja
  GREET,"Hello, friend!","Hola, amigo!",こんにちは
  ASK,How are you?,Cómo está?,元気ですか
  BYE,Goodbye,Adiós,さようなら
  QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました
ResourceImporterCsvTranslation.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterCsvTranslation.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterCsvTranslation.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterDynamicFont

Unlike bitmap fonts, dynamic fonts can be resized to any size and still look crisp. Dynamic fonts also optionally support MSDF font rendering, which allows for run-time scale changes with no re-rasterization cost.

While WOFF and especially WOFF2 tend to result in smaller file sizes, there is no universally "better" font format. In most situations, it's recommended to use the font format that was shipped on the font developer's website.

See also ResourceImporterBMFont and ResourceImporterImageFont.

ResourceImporterDynamicFont.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterDynamicFont.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterDynamicFont.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterImage

This importer imports Image resources, as opposed to CompressedTexture2D. If you need to render the image in 2D or 3D, use ResourceImporterTexture instead.

ResourceImporterImage.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterImage.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterImage.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterImageFont

This image-based workflow can be easier to use than ResourceImporterBMFont, but it requires all glyphs to have the same width and height. This makes ResourceImporterImageFont most suited to fixed-width fonts.

See also ResourceImporterDynamicFont.

ResourceImporterImageFont.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterImageFont.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterImageFont.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterLayeredTexture

This imports a 3-dimensional texture, which can then be used in custom shaders, as a FogMaterial density map or as a GpuParticlesAttractorVectorField3D. See also ResourceImporterTexture and ResourceImporterTextureAtlas.

ResourceImporterLayeredTexture.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterLayeredTexture.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterLayeredTexture.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterMP3

MP3 is a lossy audio format, with worse audio quality compared to ResourceImporterOggVorbis at a given bitrate.

In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using a MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.

MP3 requires more CPU to decode than ResourceImporterWav. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.

ResourceImporterMP3.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterMP3.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterMP3.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterObj

Unlike ResourceImporterScene, ResourceImporterObj will import a single Mesh resource by default instead of importing a PackedScene. This makes it easier to use the Mesh resource in nodes that expect direct Mesh resources, such as GridMap, GpuParticles3D or CpuParticles3D. Note that it is still possible to save mesh resources from 3D scenes using the Advanced Import Settings dialog, regardless of the source format.

See also ResourceImporterScene, which is used for more advanced 3D formats such as glTF.

ResourceImporterObj.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterObj.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterObj.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterOggVorbis

Ogg Vorbis is a lossy audio format, with better audio quality compared to ResourceImporterMP3 at a given bitrate.

In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using a MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.

Ogg Vorbis requires more CPU to decode than ResourceImporterWav. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.

ResourceImporterOggVorbis.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterOggVorbis.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterOggVorbis.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterScene

See also ResourceImporterObj, which is used for OBJ models that can be imported as an independent Mesh or a scene.

Additional options (such as extracting individual meshes or materials to files) are available in the Advanced Import Settings dialog. This dialog can be accessed by double-clicking a 3D scene in the FileSystem dock or by selecting a 3D scene in the FileSystem dock, going to the Import dock and choosing Advanced.

Note: ResourceImporterScene is not used for PackedScenes, such as .tscn and .scn files.

ResourceImporterScene.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterScene.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterScene.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterShaderFile

This imports native GLSL shaders as RDShaderFile resources, for use with low-level RenderingDevice operations. This importer does not handle .gdshader files.

ResourceImporterShaderFile.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterShaderFile.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterShaderFile.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterTexture

This importer imports CompressedTexture2D resources. If you need to process the image in scripts in a more convenient way, use ResourceImporterImage instead. See also ResourceImporterLayeredTexture.

ResourceImporterTexture.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterTexture.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterTexture.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterTextureAtlas

This imports a collection of textures from a PNG image into an AtlasTexture or 2D ArrayMesh. This can be used to save memory when importing 2D animations from spritesheets. Texture atlases are only supported in 2D rendering, not 3D. See also ResourceImporterTexture and ResourceImporterLayeredTexture.

Note: ResourceImporterTextureAtlas does not handle importing TileSetAtlasSource, which is created using the TileSet editor instead.

ResourceImporterTextureAtlas.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterTextureAtlas.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterTextureAtlas.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ResourceImporterWav

WAV is an uncompressed format, which can provide higher quality compared to Ogg Vorbis and MP3. It also has the lowest CPU cost to decode. This means high numbers of WAV sounds can be played at the same time, even on low-end deviceS.

ResourceImporterWav.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ResourceImporterWav.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ResourceImporterWav.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ScriptCreateDialog

The ScriptCreateDialog creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the Popup(Rect2I?) methods.

public override void _Ready()
  {
      var dialog = new ScriptCreateDialog();
      dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
      dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
      dialog.PopupCentered();
  }
ScriptCreateDialog.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ScriptCreateDialog.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ScriptCreateDialog.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ScriptEditor

Godot editor's script editor.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using GetScriptEditor().

ScriptEditor.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ScriptEditor.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ScriptEditor.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

ScriptEditorBase

Base editor for editing scripts in the ScriptEditor. This does not include documentation items.

ScriptEditorBase.MethodName

Cached StringNames for the methods contained in this class, for fast lookup.

ScriptEditorBase.PropertyName

Cached StringNames for the properties and fields contained in this class, for fast lookup.

ScriptEditorBase.SignalName

Cached StringNames for the signals contained in this class, for fast lookup.

Enums

EditorFeatureProfile.Feature
EditorFileDialog.AccessEnum
EditorFileDialog.DisplayModeEnum
EditorFileDialog.FileModeEnum
EditorPlugin.AfterGuiInput
EditorPlugin.CustomControlContainer
EditorPlugin.DockSlot
EditorScenePostImportPlugin.InternalImportCategory
EditorUndoRedoManager.SpecialHistory
EditorVcsInterface.ChangeType
EditorVcsInterface.TreeArea

Delegates

EditorDebuggerSession.BreakedEventHandler

Represents the method that handles the Breaked event of a EditorDebuggerSession class.

EditorFileDialog.DirSelectedEventHandler

Represents the method that handles the DirSelected event of a EditorFileDialog class.

EditorFileDialog.FileSelectedEventHandler

Represents the method that handles the FileSelected event of a EditorFileDialog class.

EditorFileDialog.FilesSelectedEventHandler

Represents the method that handles the FilesSelected event of a EditorFileDialog class.

EditorFileSystem.ResourcesReimportedEventHandler

Represents the method that handles the ResourcesReimported event of a EditorFileSystem class.

EditorFileSystem.ResourcesReloadEventHandler

Represents the method that handles the ResourcesReload event of a EditorFileSystem class.

EditorFileSystem.SourcesChangedEventHandler

Represents the method that handles the SourcesChanged event of a EditorFileSystem class.

EditorInspector.ObjectIdSelectedEventHandler

Represents the method that handles the ObjectIdSelected event of a EditorInspector class.

EditorInspector.PropertyDeletedEventHandler

Represents the method that handles the PropertyDeleted event of a EditorInspector class.

EditorInspector.PropertyEditedEventHandler

Represents the method that handles the PropertyEdited event of a EditorInspector class.

EditorInspector.PropertyKeyedEventHandler

Represents the method that handles the PropertyKeyed event of a EditorInspector class.

EditorInspector.PropertySelectedEventHandler

Represents the method that handles the PropertySelected event of a EditorInspector class.

EditorInspector.PropertyToggledEventHandler

Represents the method that handles the PropertyToggled event of a EditorInspector class.

EditorInspector.ResourceSelectedEventHandler

Represents the method that handles the ResourceSelected event of a EditorInspector class.

EditorPlugin.MainScreenChangedEventHandler

Represents the method that handles the MainScreenChanged event of a EditorPlugin class.

EditorPlugin.ResourceSavedEventHandler

Represents the method that handles the ResourceSaved event of a EditorPlugin class.

EditorPlugin.SceneChangedEventHandler

Represents the method that handles the SceneChanged event of a EditorPlugin class.

EditorPlugin.SceneClosedEventHandler

Represents the method that handles the SceneClosed event of a EditorPlugin class.

EditorProperty.MultiplePropertiesChangedEventHandler

Represents the method that handles the MultiplePropertiesChanged event of a EditorProperty class.

EditorProperty.ObjectIdSelectedEventHandler

Represents the method that handles the ObjectIdSelected event of a EditorProperty class.

EditorProperty.PropertyCanRevertChangedEventHandler

Represents the method that handles the PropertyCanRevertChanged event of a EditorProperty class.

EditorProperty.PropertyChangedEventHandler

Represents the method that handles the PropertyChanged event of a EditorProperty class.

EditorProperty.PropertyCheckedEventHandler

Represents the method that handles the PropertyChecked event of a EditorProperty class.

EditorProperty.PropertyDeletedEventHandler

Represents the method that handles the PropertyDeleted event of a EditorProperty class.

EditorProperty.PropertyKeyedEventHandler

Represents the method that handles the PropertyKeyed event of a EditorProperty class.

EditorProperty.PropertyKeyedWithValueEventHandler

Represents the method that handles the PropertyKeyedWithValue event of a EditorProperty class.

EditorProperty.PropertyPinnedEventHandler

Represents the method that handles the PropertyPinned event of a EditorProperty class.

EditorProperty.ResourceSelectedEventHandler

Represents the method that handles the ResourceSelected event of a EditorProperty class.

EditorProperty.SelectedEventHandler

Represents the method that handles the Selected event of a EditorProperty class.

EditorResourcePicker.ResourceChangedEventHandler

Represents the method that handles the ResourceChanged event of a EditorResourcePicker class.

EditorResourcePicker.ResourceSelectedEventHandler

Represents the method that handles the ResourceSelected event of a EditorResourcePicker class.

EditorResourcePreview.PreviewInvalidatedEventHandler

Represents the method that handles the PreviewInvalidated event of a EditorResourcePreview class.

FileSystemDock.FileRemovedEventHandler

Represents the method that handles the FileRemoved event of a FileSystemDock class.

FileSystemDock.FilesMovedEventHandler

Represents the method that handles the FilesMoved event of a FileSystemDock class.

FileSystemDock.FolderMovedEventHandler

Represents the method that handles the FolderMoved event of a FileSystemDock class.

FileSystemDock.FolderRemovedEventHandler

Represents the method that handles the FolderRemoved event of a FileSystemDock class.

FileSystemDock.InheritEventHandler

Represents the method that handles the Inherit event of a FileSystemDock class.

FileSystemDock.InstantiateEventHandler

Represents the method that handles the Instantiate event of a FileSystemDock class.

FileSystemDock.ResourceRemovedEventHandler

Represents the method that handles the ResourceRemoved event of a FileSystemDock class.

ScriptCreateDialog.ScriptCreatedEventHandler

Represents the method that handles the ScriptCreated event of a ScriptCreateDialog class.

ScriptEditor.EditorScriptChangedEventHandler

Represents the method that handles the EditorScriptChanged event of a ScriptEditor class.

ScriptEditor.ScriptCloseEventHandler

Represents the method that handles the ScriptClose event of a ScriptEditor class.

ScriptEditorBase.GoToHelpEventHandler

Represents the method that handles the GoToHelp event of a ScriptEditorBase class.

ScriptEditorBase.GoToMethodEventHandler

Represents the method that handles the GoToMethod event of a ScriptEditorBase class.

ScriptEditorBase.ReplaceInFilesRequestedEventHandler

Represents the method that handles the ReplaceInFilesRequested event of a ScriptEditorBase class.

ScriptEditorBase.RequestHelpEventHandler

Represents the method that handles the RequestHelp event of a ScriptEditorBase class.

ScriptEditorBase.RequestOpenScriptAtLineEventHandler

Represents the method that handles the RequestOpenScriptAtLine event of a ScriptEditorBase class.

ScriptEditorBase.SearchInFilesRequestedEventHandler

Represents the method that handles the SearchInFilesRequested event of a ScriptEditorBase class.