Table of Contents

Class EditorPlugin

Used by the editor to extend its functionality.

Inheritance
EditorPlugin
Derived

Remarks

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.

Note: Some names in this class contain "left" or "right" (e.g. EditorPlugin.DOCK_SLOT_LEFT_UL). These APIs assume left-to-right layout, and would be backwards when using right-to-left layout. These names are kept for compatibility reasons.

See Also

Methods

_apply_changes

Qualifiers: 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.

void _apply_changes

_build

Qualifiers: 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.

bool _build

_clear

Qualifiers: 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 _clear

_disable_plugin

Qualifiers: virtual

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

void _disable_plugin

_edit(Object)

Qualifiers: virtual

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

object can be null if the plugin was editing an object, but there is no longer any selected object handled by this plugin. It can be used to cleanup editing state.

void _edit(Object object)

Parameters

object Object

_enable_plugin

Qualifiers: virtual

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

void _enable_plugin

_forward_3d_draw_over_viewport(Control)

Qualifiers: virtual

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

func _forward_3d_draw_over_viewport(overlay):
    # Draw a circle at cursor position.
    overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)

func _forward_3d_gui_input(camera, event):
    if event is InputEventMouseMotion:
        # Redraw viewport when cursor is moved.
        update_overlays()
        return EditorPlugin.AFTER_GUI_INPUT_STOP
    return EditorPlugin.AFTER_GUI_INPUT_PASS

void _forward_3d_draw_over_viewport(Control viewport_control)

Parameters

viewport_control Control

_forward_3d_force_draw_over_viewport(Control)

Qualifiers: virtual

This method is the same as EditorPlugin._forward_3d_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 set_force_draw_over_forwarding_enabled.

void _forward_3d_force_draw_over_viewport(Control viewport_control)

Parameters

viewport_control Control

_forward_3d_gui_input(Camera3D, InputEvent)

Qualifiers: virtual

Called when there is a root node in the current edited scene, EditorPlugin._handles is implemented, and an InputEvent happens in the 3D viewport. The return value decides whether the InputEvent is consumed or forwarded to other EditorPlugins. See AfterGUIInput for options.

# Prevents the InputEvent from reaching other Editor classes.
func _forward_3d_gui_input(camera, event):
    return EditorPlugin.AFTER_GUI_INPUT_STOP

This method must return EditorPlugin.AFTER_GUI_INPUT_PASS in order to forward the InputEvent to other Editor classes.

# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_3d_gui_input(camera, event):
    return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS

int _forward_3d_gui_input(Camera3D viewport_camera, InputEvent event)

Parameters

viewport_camera Camera3D
event InputEvent

_forward_canvas_draw_over_viewport(Control)

Qualifiers: virtual

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

func _forward_canvas_draw_over_viewport(overlay):
    # Draw a circle at cursor position.
    overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)

func _forward_canvas_gui_input(event):
    if event is InputEventMouseMotion:
        # Redraw viewport when cursor is moved.
        update_overlays()
        return true
    return false

void _forward_canvas_draw_over_viewport(Control viewport_control)

Parameters

viewport_control Control

_forward_canvas_force_draw_over_viewport(Control)

Qualifiers: virtual

This method is the same as EditorPlugin._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 set_force_draw_over_forwarding_enabled.

void _forward_canvas_force_draw_over_viewport(Control viewport_control)

Parameters

viewport_control Control

_forward_canvas_gui_input(InputEvent)

Qualifiers: virtual

Called when there is a root node in the current edited scene, EditorPlugin._handles is implemented, and an InputEvent happens in the 2D viewport. If this method returns true, event is intercepted by this EditorPlugin, otherwise event is forwarded to other Editor classes.

# Prevents the InputEvent from reaching other Editor classes.
func _forward_canvas_gui_input(event):
    return true

This method must return false in order to forward the InputEvent to other Editor classes.

# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_canvas_gui_input(event):
    if (event is InputEventMouseMotion):
        return true
    return false

bool _forward_canvas_gui_input(InputEvent event)

Parameters

event InputEvent

_get_breakpoints

Qualifiers: virtualconst

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.

PackedStringArray _get_breakpoints

_get_plugin_icon

Qualifiers: virtualconst

Override this method in your plugin to return a Texture2D 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 16×16 pixels in size.

func _get_plugin_icon():
    # You can use a custom icon:
    return preload("res://addons/my_plugin/my_plugin_icon.svg")
    # Or use a built-in icon:
    return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")

Texture2D _get_plugin_icon

_get_plugin_name

Qualifiers: virtualconst

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.

String _get_plugin_name

_get_state

Qualifiers: virtualconst

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 EditorPlugin._get_window_layout instead.

Use EditorPlugin._set_state 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.

func _get_state():
    var state = {"zoom": zoom, "preferred_color": my_color}
    return state

Dictionary _get_state

_get_unsaved_status(String)

Qualifiers: virtualconst

Override this method to provide a custom message that lists unsaved changes. The editor will call this method when exiting or when closing a scene, and display the returned string in a confirmation dialog. Return empty string if the plugin has no unsaved changes.

When closing a scene, for_scene is the path to the scene being closed. You can use it to handle built-in resources in that scene.

If the user confirms saving, _save_external_data will be called, before closing the editor.

func _get_unsaved_status(for_scene):
    if not unsaved:
        return ""

    if for_scene.is_empty():
        return "Save changes in MyCustomPlugin before closing?"
    else:
        return "Scene %s has changes from MyCustomPlugin. Save before closing?" % for_scene.get_file()

func _save_external_data():
    unsaved = false

If the plugin has no scene-specific changes, you can ignore the calls when closing scenes:

func _get_unsaved_status(for_scene):
    if not for_scene.is_empty():
        return ""

String _get_unsaved_status(String for_scene)

Parameters

for_scene String

_get_window_layout(ConfigFile)

Qualifiers: 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 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 editor_layout.cfg file in the editor metadata directory.

Use EditorPlugin._set_window_layout to restore your saved layout.

func _get_window_layout(configuration):
    configuration.set_value("MyPlugin", "window_position", $Window.position)
    configuration.set_value("MyPlugin", "icon_color", $Icon.modulate)

void _get_window_layout(ConfigFile configuration)

Parameters

configuration ConfigFile

_handles(Object)

Qualifiers: virtualconst

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 EditorPlugin._edit and EditorPlugin._make_visible called when the editor requests them. If you have declared the methods EditorPlugin._forward_canvas_gui_input and EditorPlugin._forward_3d_gui_input these will be called too.

Note: Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.

bool _handles(Object object)

Parameters

object Object

_has_main_screen

Qualifiers: virtualconst

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

When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of get_editor_main_screen and made visible inside EditorPlugin._make_visible.

Use _get_plugin_name and _get_plugin_icon to customize the plugin button's appearance.

var plugin_control

func _enter_tree():
    plugin_control = preload("my_plugin_control.tscn").instantiate()
    EditorInterface.get_editor_main_screen().add_child(plugin_control)
    plugin_control.hide()

func _has_main_screen():
    return true

func _make_visible(visible):
    plugin_control.visible = visible

func _get_plugin_name():
    return "My Super Cool Plugin 3000"

func _get_plugin_icon():
    return EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")

bool _has_main_screen

_make_visible(bool)

Qualifiers: 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 _make_visible(bool visible)

Parameters

visible bool

_save_external_data

Qualifiers: 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 _save_external_data

_set_state(Dictionary)

Qualifiers: virtual

Restore the state saved by _get_state. 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.

func _set_state(data):
    zoom = data.get("zoom", 1.0)
    preferred_color = data.get("my_color", Color.WHITE)

void _set_state(Dictionary state)

Parameters

state Dictionary

_set_window_layout(ConfigFile)

Qualifiers: virtual

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

func _set_window_layout(configuration):
    $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2())
    $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.WHITE)

void _set_window_layout(ConfigFile configuration)

Parameters

configuration ConfigFile

add_autoload_singleton(String, String)

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

void add_autoload_singleton(String name, String path)

Parameters

name String
path String

add_context_menu_plugin(int, EditorContextMenuPlugin)

Adds a plugin to the context menu. slot is the context menu where the plugin will be added.

See ContextMenuSlot for available context menus. A plugin instance can belong only to a single context menu slot.

void add_context_menu_plugin(int slot, EditorContextMenuPlugin plugin)

Parameters

slot int
plugin EditorContextMenuPlugin

add_control_to_bottom_panel(Control, String, Shortcut)

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 EditorPlugin.remove_control_from_bottom_panel and free it with queue_free.

Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the bottom panel's visibility. See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use Alt modifier.

Button add_control_to_bottom_panel(Control control, String title, Shortcut shortcut)

Parameters

control Control
title String
shortcut Shortcut

add_control_to_container(int, Control)

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 EditorPlugin.remove_control_from_container and free it with queue_free.

void add_control_to_container(int container, Control control)

Parameters

container int
control Control

add_control_to_dock(int, Control, Shortcut)

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

Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the dock's visibility once it's moved to the bottom panel (this shortcut does not affect the dock otherwise). See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use Alt modifier.

void add_control_to_dock(int slot, Control control, Shortcut shortcut)

Parameters

slot int
control Control
shortcut Shortcut

add_custom_type(String, String, Script, Texture2D)

Adds a custom type, which will appear in the list of nodes or resources.

When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.

Note: The base type is the base engine class which this type's class hierarchy inherits, not any custom type parent classes.

You can use the virtual method EditorPlugin._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.

Note: Custom types added this way are not true classes. They are just a helper to create a node with specific script.

void add_custom_type(String type, String base, Script script, Texture2D icon)

Parameters

type String
base String
script Script
icon Texture2D

add_debugger_plugin(EditorDebuggerPlugin)

Adds a Script as debugger plugin to the Debugger. The script must extend EditorDebuggerPlugin.

void add_debugger_plugin(EditorDebuggerPlugin script)

Parameters

script EditorDebuggerPlugin

add_export_platform(EditorExportPlatform)

Registers a new EditorExportPlatform. Export platforms provides functionality of exporting to the specific platform.

void add_export_platform(EditorExportPlatform platform)

Parameters

platform EditorExportPlatform

add_export_plugin(EditorExportPlugin)

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

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

void add_export_plugin(EditorExportPlugin plugin)

Parameters

plugin EditorExportPlugin

add_import_plugin(EditorImportPlugin, bool)

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

If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.

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

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

void add_import_plugin(EditorImportPlugin importer, bool first_priority)

Parameters

importer EditorImportPlugin
first_priority bool

add_inspector_plugin(EditorInspectorPlugin)

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

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

const MyInspectorPlugin = preload("res://addons/your_addon/path/to/your/script.gd")
var inspector_plugin = MyInspectorPlugin.new()

func _enter_tree():
    add_inspector_plugin(inspector_plugin)

func _exit_tree():
    remove_inspector_plugin(inspector_plugin)

void add_inspector_plugin(EditorInspectorPlugin plugin)

Parameters

plugin EditorInspectorPlugin

add_node_3d_gizmo_plugin(EditorNode3DGizmoPlugin)

Registers a new EditorNode3DGizmoPlugin. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a Node3D.

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

void add_node_3d_gizmo_plugin(EditorNode3DGizmoPlugin plugin)

Parameters

plugin EditorNode3DGizmoPlugin

add_resource_conversion_plugin(EditorResourceConversionPlugin)

Registers a new EditorResourceConversionPlugin. Resource conversion plugins are used to add custom resource converters to the editor inspector.

See EditorResourceConversionPlugin for an example of how to create a resource conversion plugin.

void add_resource_conversion_plugin(EditorResourceConversionPlugin plugin)

Parameters

plugin EditorResourceConversionPlugin

add_scene_format_importer_plugin(EditorSceneFormatImporter, bool)

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

If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.

void add_scene_format_importer_plugin(EditorSceneFormatImporter scene_format_importer, bool first_priority)

Parameters

scene_format_importer EditorSceneFormatImporter
first_priority bool

add_scene_post_import_plugin(EditorScenePostImportPlugin, bool)

Add a EditorScenePostImportPlugin. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.

If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.

void add_scene_post_import_plugin(EditorScenePostImportPlugin scene_import_plugin, bool first_priority)

Parameters

scene_import_plugin EditorScenePostImportPlugin
first_priority bool

add_tool_menu_item(String, Callable)

Adds a custom menu item to Project > Tools named name. When clicked, the provided callable will be called.

void add_tool_menu_item(String name, Callable callable)

Parameters

name String
callable Callable

add_tool_submenu_item(String, PopupMenu)

Adds a custom PopupMenu submenu under Project > Tools > name. Use EditorPlugin.remove_tool_menu_item on plugin clean up to remove the menu.

void add_tool_submenu_item(String name, PopupMenu submenu)

Parameters

name String
submenu PopupMenu

add_translation_parser_plugin(EditorTranslationParserPlugin)

Registers a custom translation parser plugin for extracting translatable strings from custom files.

void add_translation_parser_plugin(EditorTranslationParserPlugin parser)

Parameters

parser EditorTranslationParserPlugin

add_undo_redo_inspector_hook_callback(Callable)

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 undo_redo, Object modified_object, String property and Variant new_value. 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.

void add_undo_redo_inspector_hook_callback(Callable callable)

Parameters

callable Callable

get_editor_interface

Returns the EditorInterface singleton instance.

EditorInterface get_editor_interface

get_export_as_menu

Returns the PopupMenu under Scene > Export As....

PopupMenu get_export_as_menu

get_plugin_version

Qualifiers: const

Provide the version of the plugin declared in the plugin.cfg config file.

String get_plugin_version

get_script_create_dialog

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.

ScriptCreateDialog get_script_create_dialog

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.

EditorUndoRedoManager get_undo_redo

hide_bottom_panel

Minimizes the bottom panel.

void hide_bottom_panel

make_bottom_panel_item_visible(Control)

Makes a specific item in the bottom panel visible.

void make_bottom_panel_item_visible(Control item)

Parameters

item Control

queue_save_layout

Queue save the project's editor layout.

void queue_save_layout

remove_autoload_singleton(String)

Removes an Autoload name from the list.

void remove_autoload_singleton(String name)

Parameters

name String

remove_context_menu_plugin(EditorContextMenuPlugin)

Removes the specified context menu plugin.

void remove_context_menu_plugin(EditorContextMenuPlugin plugin)

Parameters

plugin EditorContextMenuPlugin

remove_control_from_bottom_panel(Control)

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

void remove_control_from_bottom_panel(Control control)

Parameters

control Control

remove_control_from_container(int, Control)

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

void remove_control_from_container(int container, Control control)

Parameters

container int
control Control

remove_control_from_docks(Control)

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

void remove_control_from_docks(Control control)

Parameters

control Control

remove_custom_type(String)

Removes a custom type added by EditorPlugin.add_custom_type.

void remove_custom_type(String type)

Parameters

type String

remove_debugger_plugin(EditorDebuggerPlugin)

Removes the debugger plugin with given script from the Debugger.

void remove_debugger_plugin(EditorDebuggerPlugin script)

Parameters

script EditorDebuggerPlugin

remove_export_platform(EditorExportPlatform)

Removes an export platform registered by EditorPlugin.add_export_platform.

void remove_export_platform(EditorExportPlatform platform)

Parameters

platform EditorExportPlatform

remove_export_plugin(EditorExportPlugin)

Removes an export plugin registered by EditorPlugin.add_export_plugin.

void remove_export_plugin(EditorExportPlugin plugin)

Parameters

plugin EditorExportPlugin

remove_import_plugin(EditorImportPlugin)

Removes an import plugin registered by EditorPlugin.add_import_plugin.

void remove_import_plugin(EditorImportPlugin importer)

Parameters

importer EditorImportPlugin

remove_inspector_plugin(EditorInspectorPlugin)

Removes an inspector plugin registered by EditorPlugin.add_inspector_plugin.

void remove_inspector_plugin(EditorInspectorPlugin plugin)

Parameters

plugin EditorInspectorPlugin

remove_node_3d_gizmo_plugin(EditorNode3DGizmoPlugin)

Removes a gizmo plugin registered by EditorPlugin.add_node_3d_gizmo_plugin.

void remove_node_3d_gizmo_plugin(EditorNode3DGizmoPlugin plugin)

Parameters

plugin EditorNode3DGizmoPlugin

remove_resource_conversion_plugin(EditorResourceConversionPlugin)

Removes a resource conversion plugin registered by EditorPlugin.add_resource_conversion_plugin.

void remove_resource_conversion_plugin(EditorResourceConversionPlugin plugin)

Parameters

plugin EditorResourceConversionPlugin

remove_scene_format_importer_plugin(EditorSceneFormatImporter)

Removes a scene format importer registered by EditorPlugin.add_scene_format_importer_plugin.

void remove_scene_format_importer_plugin(EditorSceneFormatImporter scene_format_importer)

Parameters

scene_format_importer EditorSceneFormatImporter

remove_scene_post_import_plugin(EditorScenePostImportPlugin)

Remove the EditorScenePostImportPlugin, added with EditorPlugin.add_scene_post_import_plugin.

void remove_scene_post_import_plugin(EditorScenePostImportPlugin scene_import_plugin)

Parameters

scene_import_plugin EditorScenePostImportPlugin

remove_tool_menu_item(String)

Removes a menu name from Project > Tools.

void remove_tool_menu_item(String name)

Parameters

name String

remove_translation_parser_plugin(EditorTranslationParserPlugin)

Removes a custom translation parser plugin registered by EditorPlugin.add_translation_parser_plugin.

void remove_translation_parser_plugin(EditorTranslationParserPlugin parser)

Parameters

parser EditorTranslationParserPlugin

remove_undo_redo_inspector_hook_callback(Callable)

Removes a callback previously added by EditorPlugin.add_undo_redo_inspector_hook_callback.

void remove_undo_redo_inspector_hook_callback(Callable callable)

Parameters

callable Callable

set_dock_tab_icon(Control, Texture2D)

Sets the tab icon for the given control in a dock slot. Setting to null removes the icon.

void set_dock_tab_icon(Control control, Texture2D icon)

Parameters

control Control
icon Texture2D

set_force_draw_over_forwarding_enabled

Enables calling of EditorPlugin._forward_canvas_force_draw_over_viewport for the 2D editor and EditorPlugin._forward_3d_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_force_draw_over_forwarding_enabled

set_input_event_forwarding_always_enabled

Use this method if you always want to receive inputs from 3D view screen inside EditorPlugin._forward_3d_gui_input. It might be especially usable if your plugin will want to use raycast in the scene.

void set_input_event_forwarding_always_enabled

update_overlays

Qualifiers: const

Updates the overlays of the 2D and 3D editor viewport. Causes methods EditorPlugin._forward_canvas_draw_over_viewport, EditorPlugin._forward_canvas_force_draw_over_viewport, EditorPlugin._forward_3d_draw_over_viewport and EditorPlugin._forward_3d_force_draw_over_viewport to be called.

int update_overlays

Events

main_screen_changed(String)

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

signal main_screen_changed(String screen_name)

Parameters

screen_name String

project_settings_changed

Emitted when any project setting has changed.

signal project_settings_changed

resource_saved(Resource)

Emitted when the given resource was saved on disc. See also EditorPlugin.scene_saved.

signal resource_saved(Resource resource)

Parameters

resource Resource

scene_changed(Node)

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 null.

signal scene_changed(Node scene_root)

Parameters

scene_root Node

scene_closed(String)

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

signal scene_closed(String filepath)

Parameters

filepath String

scene_saved(String)

Emitted when a scene was saved on disc. The argument is a file path to the saved scene. See also EditorPlugin.resource_saved.

signal scene_saved(String filepath)

Parameters

filepath String