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.
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.
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.
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.
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.
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:
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.
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:
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].
Gets the state of your plugin editor. 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).
Gets the GUI layout of the plugin. 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).
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]).
Adds a script at [code]path[/code] to the Autoload list as [code]name[/code].
</description>
</method>
<methodname="add_control_to_bottom_panel">
<returntype="Button">
</return>
<argumentindex="0"name="control"type="Control">
</argument>
<argumentindex="1"name="title"type="String">
</argument>
<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">
</return>
<argumentindex="0"name="type"type="String">
</argument>
<argumentindex="1"name="base"type="String">
</argument>
<argumentindex="2"name="script"type="Script">
</argument>
<argumentindex="3"name="icon"type="Texture2D">
</argument>
<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 (e.g. "Node3D", "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.
</description>
</method>
<methodname="add_debugger_plugin">
<returntype="void">
</return>
<argumentindex="0"name="script"type="Script">
</argument>
<description>
Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin].
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.
Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a [Node3D].
See [method add_inspector_plugin] for an example of how to register a plugin.
</description>
</method>
<methodname="add_tool_menu_item">
<returntype="void">
</return>
<argumentindex="0"name="name"type="String">
</argument>
<argumentindex="1"name="callable"type="Callable">
</argument>
<description>
Adds a custom menu item to [b]Project > Tools[/b] named [code]name[/code]. When clicked, the provided [code]callable[/code] will be called.
</description>
</method>
<methodname="add_tool_submenu_item">
<returntype="void">
</return>
<argumentindex="0"name="name"type="String">
</argument>
<argumentindex="1"name="submenu"type="Object">
</argument>
<description>
Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. Use [code]remove_tool_menu_item(name)[/code] on plugin clean up to remove the menu.
Hooks a callback into the undo/redo action creation when a property is modified in the inspector. This allows, for example, to save other properties that may be lost when a given property is modified.
The callback should have 4 arguments: [Object] [code]undo_redo[/code], [Object] [code]modified_object[/code], [String] [code]property[/code] and [Variant] [code]new_value[/code]. 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.
</description>
</method>
<methodname="get_editor_interface">
<returntype="EditorInterface">
</return>
<description>
Returns the [EditorInterface] object that gives you control over Godot editor's window and its functionalities.
</description>
</method>
<methodname="get_script_create_dialog">
<returntype="ScriptCreateDialog">
</return>
<description>
Gets the Editor's dialogue used for making scripts.
[b]Note:[/b] Users can configure it before use.
</description>
</method>
<methodname="get_undo_redo">
<returntype="UndoRedo">
</return>
<description>
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.
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.
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].