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.
int _forward_3d_gui_input(Camera3D viewport_camera, InputEvent event)
Parameters
viewport_camera
Camera3Devent
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.
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.
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
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
intplugin
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
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
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
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
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
EditorImportPluginfirst_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
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
EditorSceneFormatImporterfirst_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
EditorScenePostImportPluginfirst_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
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
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
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
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
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
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
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