:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the EditorInspector.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_EditorInspector: EditorInspector =============== **Inherits:** :ref:`ScrollContainer` **<** :ref:`Container` **<** :ref:`Control` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` A tab used to edit properties of the selected node. Description ----------- The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as :ref:`Sprite` then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow. **Note:** This class shouldn't be instantiated directly. Instead, access the singleton using :ref:`EditorInterface.get_inspector`. Properties ---------- +-------------------------+---------------------------+-------------------------------+ | :ref:`bool` | scroll_horizontal_enabled | ``false`` *(parent override)* | +-------------------------+---------------------------+-------------------------------+ Methods ------- +------+------------------------------------------------------------------+ | void | :ref:`refresh` **(** **)** | +------+------------------------------------------------------------------+ Signals ------- .. _class_EditorInspector_signal_object_id_selected: - **object_id_selected** **(** :ref:`int` id **)** Emitted when the Edit button of an :ref:`Object` has been pressed in the inspector. This is mainly used in the remote scene tree inspector. ---- .. _class_EditorInspector_signal_property_edited: - **property_edited** **(** :ref:`String` property **)** Emitted when a property is edited in the inspector. ---- .. _class_EditorInspector_signal_property_keyed: - **property_keyed** **(** :ref:`String` property **)** Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled. ---- .. _class_EditorInspector_signal_property_selected: - **property_selected** **(** :ref:`String` property **)** Emitted when a property is selected in the inspector. ---- .. _class_EditorInspector_signal_property_toggled: - **property_toggled** **(** :ref:`String` property, :ref:`bool` checked **)** Emitted when a boolean property is toggled in the inspector. **Note:** This signal is never emitted if the internal ``autoclear`` property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself. ---- .. _class_EditorInspector_signal_resource_selected: - **resource_selected** **(** :ref:`Object` res, :ref:`String` prop **)** Emitted when a resource is selected in the inspector. ---- .. _class_EditorInspector_signal_restart_requested: - **restart_requested** **(** **)** Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings. Method Descriptions ------------------- .. _class_EditorInspector_method_refresh: - void **refresh** **(** **)** Refreshes the inspector. **Note:** To save on CPU resources, calling this method will do nothing if the time specified in ``docks/property_editor/auto_refresh_interval`` editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.) .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`