EditorPlugin

    Used by the editor to extend its functionality.

    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 to add functions to the editor.

    Tutorials

    Signals

    • main_screen_changed ( String screen_name )

    Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.


    • resource_saved ( resource )

    • scene_changed ( Node scene_root )

    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 .


    • scene_closed ( filepath )

    Emitted when user closes a scene. The argument is file path to a closed scene.

    enum CustomControlContainer:

    • CONTAINER_TOOLBAR = 0

    • CONTAINER_SPATIAL_EDITOR_MENU = 1

    • CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2

    • CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3

    • CONTAINER_SPATIAL_EDITOR_BOTTOM = 4

    • CONTAINER_CANVAS_EDITOR_MENU = 5

    • CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6

    • CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7

    • CONTAINER_CANVAS_EDITOR_BOTTOM = 8

    • CONTAINER_PROPERTY_EDITOR_BOTTOM = 9

    • CONTAINER_PROJECT_SETTING_TAB_LEFT = 10

    • CONTAINER_PROJECT_SETTING_TAB_RIGHT = 11


    enum DockSlot:

    • DOCK_SLOT_LEFT_UL = 0

    • DOCK_SLOT_LEFT_BL = 1

    • DOCK_SLOT_LEFT_UR = 2

    • DOCK_SLOT_LEFT_BR = 3

    • DOCK_SLOT_RIGHT_UL = 4

    • DOCK_SLOT_RIGHT_BL = 5

    • DOCK_SLOT_RIGHT_UR = 6

    • DOCK_SLOT_RIGHT_BR = 7

    • DOCK_SLOT_MAX = 8 —- Represents the size of the enum.

    Method Descriptions

    • void add_autoload_singleton ( name, String path )

    Adds a script at path to the Autoload list as name.


    • add_control_to_bottom_panel ( Control control, title )

    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 remove_control_from_bottom_panel and free it with .


    Adds a custom control to a container (see 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 and free it with Node.queue_free.


    • void add_control_to_dock ( slot, Control control )

    Adds the control to a specific dock slot (see 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 remove_control_from_docks and free it with .


    • void add_custom_type ( String type, base, Script script, icon )

    Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.

    You can use the virtual method handles to check if your custom object is being edited by checking the script or using the is keyword.

    During run-time, this will be a simple object with a script so this function does not need to be called then.


    • void add_export_plugin ( plugin )

    Registers a new EditorExportPlugin. Export plugins are used to perform tasks when the project is being exported.

    See for an example of how to register a plugin.


    Registers a new . Import plugins are used to import custom and unsupported assets as a custom Resource type.

    Note: If you want to import custom 3D asset formats use instead.

    See add_inspector_plugin for an example of how to register a plugin.


    • void add_inspector_plugin ( plugin )

    Registers a new EditorInspectorPlugin. Inspector plugins are used to extend and provide custom configuration tools for your object’s properties.

    Note: Always use remove_inspector_plugin to remove the registered when your EditorPlugin is disabled to prevent leaks and an unexpected behavior.


    Registers a new . Scene importers are used to import custom 3D asset formats as scenes.


    Registers a new . Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a Spatial.

    See for an example of how to register a plugin.


    • void add_tool_menu_item ( String name, handler, String callback, ud=null )

    Adds a custom menu item to Project > Tools as name that calls callback on an instance of handler with a parameter ud when user activates it.


    Adds a custom submenu under Project > Tools > name. submenu should be an object of class PopupMenu. This submenu should be cleaned up using remove_tool_menu_item(name).


    • void apply_changes ( ) virtual

    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.


    • build ( ) virtual

    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 false, the project will not run. The run is aborted immediately, so this also prevents all other plugins’ build methods from running.


    • void clear ( ) virtual

    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.


    • void disable_plugin ( ) virtual

    Called by the engine when the user disables the EditorPlugin in the Plugin tab of the project settings window.


    • void edit ( object ) virtual

    This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.


    • void enable_plugin ( ) virtual

    Called by the engine when the user enables the EditorPlugin in the Plugin tab of the project settings window.


    • void forward_canvas_draw_over_viewport ( Control overlay ) virtual

    Called by the engine when the 2D editor’s viewport is updated. Use the overlay for drawing. You can update the viewport manually by calling update_overlays.

    1. func forward_canvas_draw_over_viewport(overlay):
    2. # Draw a circle at cursor position.
    3. overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white)
    4. func forward_canvas_gui_input(event):
    5. if event is InputEventMouseMotion:
    6. # Redraw viewport when cursor is moved.
    7. update_overlays()
    8. return true
    9. return false

    • void forward_canvas_force_draw_over_viewport ( overlay ) virtual

    This method is the same as 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 .


    • bool forward_canvas_gui_input ( event ) virtual

    Called when there is a root node in the current edited scene, handles is implemented and an happens in the 2D viewport. Intercepts the InputEvent, if EditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example:

    1. # Prevents the InputEvent to reach other Editor classes
    2. func forward_canvas_gui_input(event):
    3. var forward = true
    4. return forward

    Must return false in order to forward the to other Editor classes. Example:

    1. # Consumes InputEventMouseMotion and forwards other InputEvent types
    2. func forward_canvas_gui_input(event):
    3. var forward = false
    4. if event is InputEventMouseMotion:
    5. forward = true
    6. return forward

    • void forward_spatial_draw_over_viewport ( Control overlay ) virtual

    Called by the engine when the 3D editor’s viewport is updated. Use the overlay for drawing. You can update the viewport manually by calling update_overlays.


    • void forward_spatial_force_draw_over_viewport ( overlay ) virtual

    This method is the same as 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 .


    Called when there is a root node in the current edited scene, is implemented and an InputEvent happens in the 3D viewport. Intercepts the , if return true EditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example:

    1. # Prevents the InputEvent to reach other Editor classes
    2. func forward_spatial_gui_input(camera, event):
    3. var forward = true
    4. return forward

    Must return false in order to forward the InputEvent to other Editor classes. Example:

    1. # Consumes InputEventMouseMotion and forwards other InputEvent types
    2. var forward = false
    3. if event is InputEventMouseMotion:
    4. forward = true
    5. return forward

    • get_breakpoints ( ) virtual

    This is for editors that edit script-based objects. You can return a list of breakpoints in the format (script:line), for example: res://path_to_script.gd:25.


    Returns the EditorInterface object that gives you control over Godot editor’s window and its functionalities.


    • get_plugin_icon ( ) virtual

    Override this method in your plugin to return a Texture in order to give it an icon.

    For main screen plugins, this appears at the top of the screen, to the right of the “2D”, “3D”, “Script”, and “AssetLib” buttons.

    Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size.

    1. func get_plugin_icon():
    2. # You can use a custom icon:
    3. return preload("res://addons/my_plugin/my_plugin_icon.svg")
    4. # Or use a built-in icon:
    5. return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")

    • get_plugin_name ( ) virtual

    Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.

    For main screen plugins, this appears at the top of the screen, to the right of the “2D”, “3D”, “Script”, and “AssetLib” buttons.


    Gets the Editor’s dialog used for making scripts.

    Note: Users can configure it before use.

    Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.


    • get_state ( ) virtual

    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 editstate file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use get_window_layout instead.

    Use to restore your saved state.

    Note: This method should not be used to save important settings that should persist with the project.

    Note: You must implement get_plugin_name for the state to be stored and restored correctly.


    • get_undo_redo ( )

    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.


    • void get_window_layout ( ConfigFile layout ) virtual

    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 is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the editor_layout.cfg file in the editor metadata directory.

    Use set_window_layout to restore your saved layout.

    1. func get_window_layout(configuration):
    2. configuration.set_value("MyPlugin", "window_position", $Window.position)
    3. configuration.set_value("MyPlugin", "icon_color", $Icon.modulate)

    • handles ( Object object ) virtual

    Implement this function if your plugin edits a specific type of object (Resource or Node). If you return true, then you will get the functions and make_visible called when the editor requests them. If you have declared the methods and forward_spatial_gui_input these will be called too.


    • has_main_screen ( ) virtual

    Returns true if this is a main screen editor plugin (it goes in the workspace selector together with 2D, 3D, Script and AssetLib).


    • void hide_bottom_panel ( )

    Minimizes the bottom panel.


    • void make_bottom_panel_item_visible ( Control item )

    Makes a specific item in the bottom panel visible.


    • void make_visible ( visible ) virtual

    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.


    • void queue_save_layout ( ) const

    Queue save the project’s editor layout.


    • void remove_autoload_singleton ( String name )

    Removes an Autoload name from the list.


    • void remove_control_from_bottom_panel ( control )

    Removes the control from the bottom panel. You have to manually Node.queue_free the control.


    • void remove_control_from_container ( container, Control control )

    Removes the control from the specified container. You have to manually the control.


    • void remove_control_from_docks ( Control control )

    Removes the control from the dock. You have to manually the control.


    • void remove_custom_type ( String type )

    Removes a custom type added by .


    Removes an export plugin registered by .


    Removes an import plugin registered by .


    Removes an inspector plugin registered by


    Removes a scene importer registered by .


    Removes a gizmo plugin registered by .


    • void remove_tool_menu_item ( String name )

    Removes a menu name from Project > Tools.


    • void save_external_data ( ) virtual

    This method is called after the editor saves the project or when it’s closed. It asks the plugin to save edited external scenes/resources.


    • void set_force_draw_over_forwarding_enabled ( )

    Enables calling of for the 2D editor and 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.


    • void set_input_event_forwarding_always_enabled ( )

    Use this method if you always want to receive inputs from 3D view screen inside . It might be especially usable if your plugin will want to use raycast in the scene.


    Restore the state saved by . This method is called when the current scene tab is changed in the editor.

    Note: Your plugin must implement get_plugin_name, otherwise it will not be recognized and this method will not be called.

    1. func set_state(data):
    2. zoom = data.get("zoom", 1.0)
    3. preferred_color = data.get("my_color", Color.white)

    • void set_window_layout ( layout ) virtual

    Restore the plugin GUI layout and data saved by get_window_layout. This method is called for every plugin on editor startup. Use the provided configuration file to read your saved data.

    1. func set_window_layout(configuration):
    2. $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white)

    • update_overlays ( ) const