GDScript exports

    An exported variable must be initialized to a constant expression or have an export hint in the form of an argument to the export keyword (see the Examples section below).

    One of the fundamental benefits of exporting member variables is to have them visible and editable in the editor. This way, artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided.

    Note

    Exporting properties can also be done in other languages such as C#. The syntax varies depending on the language.

    Examples

    1. # If the exported value assigns a constant or constant expression,
    2. # the type will be inferred and used in the editor.
    3. export var number = 5
    4. # Export can take a basic data type as an argument, which will be
    5. # used in the editor.
    6. export(int) var number
    7. # Export can also take a resource type to use as a hint.
    8. export(Texture) var character_face
    9. export(PackedScene) var scene_file
    10. # There are many resource types that can be used this way, try e.g.
    11. # the following to list them:
    12. export(Resource) var resource
    13. # Integers and strings hint enumerated values.
    14. # Editor will enumerate as 0, 1 and 2.
    15. export(int, "Warrior", "Magician", "Thief") var character_class
    16. # Editor will enumerate with string names.
    17. export(String, "Rebecca", "Mary", "Leah") var character_name
    18. # Named enum values
    19. # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
    20. enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
    21. export(NamedEnum) var x
    22. # Strings as paths
    23. # String is a path to a file.
    24. export(String, FILE) var f
    25. # String is a path to a directory.
    26. export(String, DIR) var f
    27. # String is a path to a file, custom filter provided as hint.
    28. export(String, FILE, "*.txt") var f
    29. # Using paths in the global filesystem is also possible,
    30. # but only in scripts in "tool" mode.
    31. # String is a path to a PNG file in the global filesystem.
    32. export(String, FILE, GLOBAL, "*.png") var tool_image
    33. # String is a path to a directory in the global filesystem.
    34. export(String, DIR, GLOBAL) var tool_dir
    35. # The MULTILINE setting tells the editor to show a large input
    36. # field for editing over multiple lines.
    37. export(String, MULTILINE) var text
    38. # Limiting editor input ranges
    39. # Allow integer values from 0 to 20.
    40. export(int, 20) var i
    41. # Allow integer values from -10 to 20.
    42. export(int, -10, 20) var j
    43. # Allow floats from -10 to 20 and snap the value to multiples of 0.2.
    44. export(float, -10, 20, 0.2) var k
    45. # Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
    46. # while snapping to steps of 20. The editor will present a
    47. # slider for easily editing the value.
    48. export(float, EXP, 100, 1000, 20) var l
    49. # Display a visual representation of the 'ease()' function
    50. # when editing.
    51. export(float, EASE) var transition_speed
    52. # Colors
    53. # Color given as red-green-blue value (alpha will always be 1).
    54. export(Color, RGB) var col
    55. # Color given as red-green-blue-alpha value.
    56. export(Color, RGBA) var col
    57. # Nodes
    58. # Another node in the scene can be exported as a NodePath.
    59. export(NodePath) var node_path
    60. # Do take note that the node itself isn't being exported -
    61. # there is one more step to call the true node:
    62. onready var node = get_node(node_path)
    63. # Resources
    64. export(Resource) var resource
    65. # In the Inspector, you can then drag and drop a resource file
    66. # from the FileSystem dock into the variable slot.
    67. # Opening the inspector dropdown may result in an
    68. # extremely long list of possible classes to create, however.
    69. # Therefore, if you specify an extension of Resource such as:
    70. export(AnimationNode) var resource
    71. # The drop-down menu will be limited to AnimationNode and all
    72. # its inherited classes.

    It must be noted that even if the script is not being run while in the editor, the exported properties are still editable. This can be used in conjunction with a script in “tool” mode.

    Integers used as bit flags can store multiple true/false (boolean) values in one property. By using the export hint int, FLAGS, ..., they can be set from the editor:

    1. # Set any of the given flags from the editor.
    2. export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0

    You must provide a string description for each flag. In this example, Fire has value 1, Water has value 2, Earth has value 4 and Wind corresponds to value 8. Usually, constants should be defined accordingly (e.g. const ELEMENT_WIND = 8 and so on).

    Export hints are also provided for the physics and render layers defined in the project settings:

    Using bit flags requires some understanding of bitwise operations. If in doubt, use boolean variables instead.

    Exporting arrays

    Exported arrays can have initializers, but they must be constant expressions.

    If the exported array specifies a type which inherits from Resource, the array values can be set in the inspector by dragging and dropping multiple files from the FileSystem dock at once.

    1. # Default value must be a constant expression.
    2. export var a = [1, 2, 3]
    3. # Exported arrays can specify type (using the same hints as before).
    4. export(Array, int) var ints = [1, 2, 3]
    5. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
    6. export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
    7. # You can omit the default value, but then it would be null if not assigned.
    8. export(Array) var b
    9. export(Array, PackedScene) var scenes
    10. # Arrays with specified types which inherit from resource can be set by
    11. # drag-and-dropping multiple files from the FileSystem dock.
    12. export(Array, Texture) var textures
    13. export(Array, PackedScene) var scenes
    14. # Typed arrays also work, only initialized empty:
    15. export var vector3s = PoolVector3Array()
    16. # Default value can include run-time values, but can't
    17. # be exported.
    18. var c = [a, 2, 3]

    Advanced exports

    Not every type of export can be provided on the level of the language itself to avoid unnecessary design complexity. The following describes some more or less common exporting features which can be implemented with a low-level API.

    Before reading further, you should get familiar with the way properties are handled and how they can be customized with , _get(), and methods as described in Accessing data or logic from an object.

    See also

    For binding properties using the above methods in C++, see .

    Warning

    The script must operate in the tool mode so the above methods can work from within the editor.

    To understand how to better use the sections below, you should understand how to make properties with advanced exports.

    1. func _get_property_list():
    2. var properties = []
    3. # Same as "export(int) var my_property"
    4. properties.append({
    5. name = "my_property",
    6. type = TYPE_INT
    7. })
    8. return properties
    • The _get_property_list() function gets called by the inspector. You can override it for more advanced exports. You must return an Array with the contents of the properties for the function to work.

    • name is the name of the property

    • type is the type of the property from Variant.Type.

    Note

    To attach variables to properties (allowing the value of the property to be used in scripts), you need to create a variable with the exact same name as the property or else you may need to override the _set() and methods. Attaching a variable to to a property also gives you the ability to give it a default state.

    To define default values for advanced exports, you need to override the property_can_revert() and property_get_revert() methods.

    • The property_can_revert() method takes the name of a property and must return true if the property can be reverted. This will enable the Revert button next to the property in the inspector.

    • The property_get_revert() method takes the name of a property and must return the default value for that property.

    1. func _get_property_list():
    2. var properties = []
    3. properties.append({
    4. name = "my_property",
    5. type = TYPE_INT
    6. })
    7. return properties
    8. func property_can_revert(property):
    9. if property == "my_property":
    10. return true
    11. return false
    12. func property_get_revert(property):
    13. if property == "my_property":
    14. return 5

    For better visual distinguishing of properties, a special script category can be embedded into the inspector to act as a separator. Script Variables is one example of a built-in category.

    1. func _get_property_list():
    2. var properties = []
    3. properties.append({
    4. name = "Debug",
    5. type = TYPE_NIL,
    6. usage = PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE
    7. })
    8. # Example of adding a property to the script category
    9. properties.append({
    10. name = "Logging_Enabled",
    11. type = TYPE_BOOL
    12. })
    13. return properties
    • name is the name of a category to be added to the inspector;

    • Every following property added after the category definition will be a part of the category.

    • PROPERTY_USAGE_CATEGORY indicates that the property should be treated as a script category specifically, so the type TYPE_NIL can be ignored as it won’t be actually used for the scripting logic, yet it must be defined anyway.

    A list of properties with similar names can be grouped.

    • name is the name of a group which is going to be displayed as collapsible list of properties;