Class EditorScript
Base script that can be used to add extension functions to the editor.
- Inheritance
-
EditorScript
Remarks
Scripts extending this class and implementing its _run method can be executed from the Script Editor's File > Run menu option (or by pressing Ctrl + Shift + X
) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using EditorPlugins instead.
Note: Extending scripts need to have tool
mode enabled.
Example: Running the following script prints "Hello from the Godot Editor!":
Note: The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot Output dock.
Note: EditorScript is RefCounted, meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.
Methods
_run
Qualifiers: virtual
This method is executed by the Editor when File > Run is used.
void _run
add_root_node(Node)
Makes node
root of the currently opened scene. Only works if the scene is empty. If the node
is a scene instance, an inheriting scene will be created.
void add_root_node(Node node)
Parameters
node
Node
get_editor_interface
Qualifiers: const
Returns the EditorInterface singleton instance.
EditorInterface get_editor_interface
get_scene
Qualifiers: const
Returns the edited (current) scene's root Node. Equivalent of get_edited_scene_root.
Node get_scene