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.
Adds a script at [code]path[/code] to the Autoload list as [code]name[/code].
</description>
</method>
<methodname="add_control_to_bottom_panel">
<returntype="ToolButton"/>
<argumentindex="0"name="control"type="Control"/>
<argumentindex="1"name="title"type="String"/>
<description>
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 [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
Adds a custom control to a container (see [enum 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 [method remove_control_from_container] and free it with [method Node.queue_free].
Adds the control to a specific dock slot (see [enum 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 [method remove_control_from_docks] and free it with [method Node.queue_free].
</description>
</method>
<methodname="add_custom_type">
<returntype="void"/>
<argumentindex="0"name="type"type="String"/>
<argumentindex="1"name="base"type="String"/>
<argumentindex="2"name="script"type="Script"/>
<argumentindex="3"name="icon"type="Texture"/>
<description>
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend [EditorInspector] and provide custom configuration tools for your object's properties.
[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to prevent leaks and an unexpected behavior.
Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it.
</description>
</method>
<methodname="add_tool_submenu_item">
<returntype="void"/>
<argumentindex="0"name="name"type="String"/>
<argumentindex="1"name="submenu"type="Object"/>
<description>
Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. This submenu should be cleaned up using [code]remove_tool_menu_item(name)[/code].
</description>
</method>
<methodname="apply_changes"qualifiers="virtual">
<returntype="void"/>
<description>
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.
</description>
</method>
<methodname="build"qualifiers="virtual">
<returntype="bool"/>
<description>
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 [code]false[/code], the project will not run. The run is aborted immediately, so this also prevents all other plugins' [method build] methods from running.
</description>
</method>
<methodname="clear"qualifiers="virtual">
<returntype="void"/>
<description>
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.
</description>
</method>
<methodname="disable_plugin"qualifiers="virtual">
<returntype="void"/>
<description>
Called by the engine when the user disables the [EditorPlugin] in the Plugin tab of the project settings window.
</description>
</method>
<methodname="edit"qualifiers="virtual">
<returntype="void"/>
<argumentindex="0"name="object"type="Object"/>
<description>
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
</description>
</method>
<methodname="enable_plugin"qualifiers="virtual">
<returntype="void"/>
<description>
Called by the engine when the user enables the [EditorPlugin] in the Plugin tab of the project settings window.
Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
This method is the same as [method 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 [method set_force_draw_over_forwarding_enabled].
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblock]
# Prevents the InputEvent to reach other Editor classes
func forward_canvas_gui_input(event):
var forward = true
return forward
[/codeblock]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblock]
# Consumes InputEventMouseMotion and forwards other InputEvent types
Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
This method is the same as [method forward_spatial_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 [method set_force_draw_over_forwarding_enabled].
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblock]
# Prevents the InputEvent to reach other Editor classes
This is for editors that edit script-based objects. You can return a list of breakpoints in the format ([code]script:line[/code]), for example: [code]res://path_to_script.gd:25[/code].
</description>
</method>
<methodname="get_editor_interface">
<returntype="EditorInterface"/>
<description>
Returns the [EditorInterface] object that gives you control over Godot editor's window and its functionalities.
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 [code]editstate[/code] file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use [method get_window_layout] instead.
Use [method set_state] to restore your saved state.
[b]Note:[/b] This method should not be used to save important settings that should persist with the project.
[b]Note:[/b] You must implement [method get_plugin_name] for the state to be stored and restored correctly.
[codeblock]
func get_state():
var state = {"zoom": zoom, "preferred_color": my_color}
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 [method 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 [code]editor_layout.cfg[/code] file in the editor metadata directory.
Use [method set_window_layout] to restore your saved layout.
Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method edit] and [method make_visible] called when the editor requests them. If you have declared the methods [method forward_canvas_gui_input] and [method forward_spatial_gui_input] these will be called too.
Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
</description>
</method>
<methodname="hide_bottom_panel">
<returntype="void"/>
<description>
Minimizes the bottom panel.
</description>
</method>
<methodname="make_bottom_panel_item_visible">
<returntype="void"/>
<argumentindex="0"name="item"type="Control"/>
<description>
Makes a specific item in the bottom panel visible.
</description>
</method>
<methodname="make_visible"qualifiers="virtual">
<returntype="void"/>
<argumentindex="0"name="visible"type="bool"/>
<description>
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.
Enables calling of [method forward_canvas_force_draw_over_viewport] for the 2D editor and [method forward_spatial_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.
Use this method if you always want to receive inputs from 3D view screen inside [method forward_spatial_gui_input]. It might be especially usable if your plugin will want to use raycast in the scene.
Restore the plugin GUI layout and data saved by [method get_window_layout]. This method is called for every plugin on editor startup. Use the provided [code]configuration[/code] file to read your saved data.
Updates the overlays of the 2D and 3D editor viewport. Causes methods [method forward_canvas_draw_over_viewport], [method forward_canvas_force_draw_over_viewport], [method forward_spatial_draw_over_viewport] and [method forward_spatial_force_draw_over_viewport] to be called.
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 [code]null[/code].
</description>
</signal>
<signalname="scene_closed">
<argumentindex="0"name="filepath"type="String"/>
<description>
Emitted when user closes a scene. The argument is file path to a closed scene.