EditorPlugin
Inherited By:GridMapEditorPlugin
Used by the editor to extend its functionality.
Description
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 alsoEditorScript to add functions to the editor.
Note: Some names in this class contain "left" or "right" (e.g.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.
Tutorials
Methods
Signals
main_screen_changed(screen_name:String)🔗
Emitted when user changes the workspace (2D,3D,Script,AssetLib). Also works with custom screens defined by plugins.
project_settings_changed()🔗
Deprecated: UseProjectSettings.settings_changed instead.
Emitted when any project setting has changed.
resource_saved(resource:Resource)🔗
Emitted when the givenresource
was saved on disc. See alsoscene_saved.
scene_changed(scene_root: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 benull
.
scene_closed(filepath:String)🔗
Emitted when user closes a scene. The argument is a file path to the closed scene.
Emitted when a scene was saved on disc. The argument is a file path to the saved scene. See alsoresource_saved.
Enumerations
enumCustomControlContainer:🔗
CustomControlContainerCONTAINER_TOOLBAR =0
Main editor toolbar, next to play buttons.
CustomControlContainerCONTAINER_SPATIAL_EDITOR_MENU =1
The toolbar that appears when 3D editor is active.
CustomControlContainerCONTAINER_SPATIAL_EDITOR_SIDE_LEFT =2
Left sidebar of the 3D editor.
CustomControlContainerCONTAINER_SPATIAL_EDITOR_SIDE_RIGHT =3
Right sidebar of the 3D editor.
CustomControlContainerCONTAINER_SPATIAL_EDITOR_BOTTOM =4
Bottom panel of the 3D editor.
CustomControlContainerCONTAINER_CANVAS_EDITOR_MENU =5
The toolbar that appears when 2D editor is active.
CustomControlContainerCONTAINER_CANVAS_EDITOR_SIDE_LEFT =6
Left sidebar of the 2D editor.
CustomControlContainerCONTAINER_CANVAS_EDITOR_SIDE_RIGHT =7
Right sidebar of the 2D editor.
CustomControlContainerCONTAINER_CANVAS_EDITOR_BOTTOM =8
Bottom panel of the 2D editor.
CustomControlContainerCONTAINER_INSPECTOR_BOTTOM =9
Bottom section of the inspector.
CustomControlContainerCONTAINER_PROJECT_SETTING_TAB_LEFT =10
Tab of Project Settings dialog, to the left of other tabs.
CustomControlContainerCONTAINER_PROJECT_SETTING_TAB_RIGHT =11
Tab of Project Settings dialog, to the right of other tabs.
enumDockSlot:🔗
DockSlotDOCK_SLOT_LEFT_UL =0
Dock slot, left side, upper-left (empty in default layout).
DockSlotDOCK_SLOT_LEFT_BL =1
Dock slot, left side, bottom-left (empty in default layout).
DockSlotDOCK_SLOT_LEFT_UR =2
Dock slot, left side, upper-right (in default layout includes Scene and Import docks).
DockSlotDOCK_SLOT_LEFT_BR =3
Dock slot, left side, bottom-right (in default layout includes FileSystem dock).
DockSlotDOCK_SLOT_RIGHT_UL =4
Dock slot, right side, upper-left (in default layout includes Inspector, Node, and History docks).
DockSlotDOCK_SLOT_RIGHT_BL =5
Dock slot, right side, bottom-left (empty in default layout).
DockSlotDOCK_SLOT_RIGHT_UR =6
Dock slot, right side, upper-right (empty in default layout).
DockSlotDOCK_SLOT_RIGHT_BR =7
Dock slot, right side, bottom-right (empty in default layout).
DockSlotDOCK_SLOT_MAX =8
Represents the size of theDockSlot enum.
enumAfterGUIInput:🔗
AfterGUIInputAFTER_GUI_INPUT_PASS =0
Forwards theInputEvent to other EditorPlugins.
AfterGUIInputAFTER_GUI_INPUT_STOP =1
Prevents theInputEvent from reaching other Editor classes.
AfterGUIInputAFTER_GUI_INPUT_CUSTOM =2
Pass theInputEvent to other editor plugins except the mainNode3D one. This can be used to prevent node selection changes and work with sub-gizmos instead.
Method Descriptions
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.
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 returnsfalse
, the project will not run. The run is aborted immediately, so this also prevents all other plugins'_build() methods from running.
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.
Called by the engine when the user disables theEditorPlugin in the Plugin tab of the project settings window.
void_edit(object: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.
object
can benull
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.
Called by the engine when the user enables theEditorPlugin in the Plugin tab of the project settings window.
void_forward_3d_draw_over_viewport(viewport_control:Control)virtual🔗
Called by the engine when the 3D editor's viewport is updated. Use theoverlay
Control for drawing. You can update the viewport manually by callingupdate_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):ifeventisInputEventMouseMotion:# Redraw viewport when cursor is moved.update_overlays()returnEditorPlugin.AFTER_GUI_INPUT_STOPreturnEditorPlugin.AFTER_GUI_INPUT_PASS
publicoverridevoid_Forward3DDrawOverViewport(ControlviewportControl){// Draw a circle at cursor position.viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(),64,Colors.White);}publicoverrideEditorPlugin.AfterGuiInput_Forward3DGuiInput(Camera3DviewportCamera,InputEvent@event){if(@eventisInputEventMouseMotion){// Redraw viewport when cursor is moved.UpdateOverlays();returnEditorPlugin.AfterGuiInput.Stop;}returnEditorPlugin.AfterGuiInput.Pass;}
void_forward_3d_force_draw_over_viewport(viewport_control:Control)virtual🔗
This method is the same as_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 usingset_force_draw_over_forwarding_enabled().
int_forward_3d_gui_input(viewport_camera:Camera3D, event:InputEvent)virtual🔗
Called when there is a root node in the current edited scene,_handles() is implemented, and anInputEvent happens in the 3D viewport. The return value decides whether theInputEvent is consumed or forwarded to otherEditorPlugins. SeeAfterGUIInput for options.
# Prevents the InputEvent from reaching other Editor classes.func_forward_3d_gui_input(camera,event):returnEditorPlugin.AFTER_GUI_INPUT_STOP
// Prevents the InputEvent from reaching other Editor classes.publicoverrideEditorPlugin.AfterGuiInput_Forward3DGuiInput(Camera3Dcamera,InputEvent@event){returnEditorPlugin.AfterGuiInput.Stop;}
This method must returnAFTER_GUI_INPUT_PASS in order to forward theInputEvent to other Editor classes.
# Consumes InputEventMouseMotion and forwards other InputEvent types.func_forward_3d_gui_input(camera,event):returnEditorPlugin.AFTER_GUI_INPUT_STOPifeventisInputEventMouseMotionelseEditorPlugin.AFTER_GUI_INPUT_PASS
// Consumes InputEventMouseMotion and forwards other InputEvent types.publicoverrideEditorPlugin.AfterGuiInput_Forward3DGuiInput(Camera3Dcamera,InputEvent@event){return@eventisInputEventMouseMotion?EditorPlugin.AfterGuiInput.Stop:EditorPlugin.AfterGuiInput.Pass;}
void_forward_canvas_draw_over_viewport(viewport_control:Control)virtual🔗
Called by the engine when the 2D editor's viewport is updated. Use theoverlay
Control for drawing. You can update the viewport manually by callingupdate_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):ifeventisInputEventMouseMotion:# Redraw viewport when cursor is moved.update_overlays()returntruereturnfalse
publicoverridevoid_ForwardCanvasDrawOverViewport(ControlviewportControl){// Draw a circle at cursor position.viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(),64,Colors.White);}publicoverridebool_ForwardCanvasGuiInput(InputEvent@event){if(@eventisInputEventMouseMotion){// Redraw viewport when cursor is moved.UpdateOverlays();returntrue;}returnfalse;}
void_forward_canvas_force_draw_over_viewport(viewport_control:Control)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 usingset_force_draw_over_forwarding_enabled().
bool_forward_canvas_gui_input(event:InputEvent)virtual🔗
Called when there is a root node in the current edited scene,_handles() is implemented, and anInputEvent happens in the 2D viewport. If this method returnstrue
,event
is intercepted by thisEditorPlugin, otherwiseevent
is forwarded to other Editor classes.
# Prevents the InputEvent from reaching other Editor classes.func_forward_canvas_gui_input(event):returntrue
// Prevents the InputEvent from reaching other Editor classes.publicoverrideboolForwardCanvasGuiInput(InputEvent@event){returntrue;}
This method must returnfalse
in order to forward theInputEvent to other Editor classes.
# Consumes InputEventMouseMotion and forwards other InputEvent types.func_forward_canvas_gui_input(event):if(eventisInputEventMouseMotion):returntruereturnfalse
// Consumes InputEventMouseMotion and forwards other InputEvent types.publicoverridebool_ForwardCanvasGuiInput(InputEvent@event){if(@eventisInputEventMouseMotion){returntrue;}returnfalse;}
PackedStringArray_get_breakpoints()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
.
Texture2D_get_plugin_icon()virtualconst🔗
Override this method in your plugin to return aTexture2D 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:returnpreload("res://addons/my_plugin/my_plugin_icon.svg")# Or use a built-in icon:returnEditorInterface.get_editor_theme().get_icon("Node","EditorIcons")
publicoverrideTexture2D_GetPluginIcon(){// You can use a custom icon:returnResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg");// Or use a built-in icon:returnEditorInterface.Singleton.GetEditorTheme().GetIcon("Node","EditorIcons");}
String_get_plugin_name()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.
Dictionary_get_state()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 aneditstate
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_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():varstate={"zoom":zoom,"preferred_color":my_color}returnstate
String_get_unsaved_status(for_scene:String)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):ifnotunsaved:return""iffor_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):ifnotfor_scene.is_empty():return""
void_get_window_layout(configuration:ConfigFile)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 whenqueue_save_layout() is called or the editor layout was changed (for example changing the position of a dock). The data is stored in theeditor_layout.cfg
file in the editor metadata directory.
Use_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)
bool_handles(object:Object)virtualconst🔗
Implement this function if your plugin edits a specific type of object (Resource or Node). If you returntrue
, then you will get the functions_edit() and_make_visible() called when the editor requests them. If you have declared the methods_forward_canvas_gui_input() and_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_has_main_screen()virtualconst🔗
Returnstrue
if this is a main screen editor plugin (it goes in the workspace selector together with2D,3D,Script andAssetLib).
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 ofEditorInterface.get_editor_main_screen() and made visible inside_make_visible().
Use_get_plugin_name() and_get_plugin_icon() to customize the plugin button's appearance.
varplugin_controlfunc_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():returntruefunc_make_visible(visible):plugin_control.visible=visiblefunc_get_plugin_name():return"My Super Cool Plugin 3000"func_get_plugin_icon():returnEditorInterface.get_editor_theme().get_icon("Node","EditorIcons")
void_make_visible(visible:bool)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_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_state(state:Dictionary)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_window_layout(configuration:ConfigFile)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 providedconfiguration
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)
voidadd_autoload_singleton(name:String, path:String)🔗
Adds a script atpath
to the Autoload list asname
.
voidadd_context_menu_plugin(slot:ContextMenuSlot, plugin:EditorContextMenuPlugin)🔗
Adds a plugin to the context menu.slot
is the context menu where the plugin will be added.
SeeContextMenuSlot for available context menus. A plugin instance can belong only to a single context menu slot.
Buttonadd_control_to_bottom_panel(control:Control, title:String, shortcut:Shortcut = null)🔗
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 withremove_control_from_bottom_panel() and free it withNode.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 useAlt modifier.
voidadd_control_to_container(container:CustomControlContainer, control:Control)🔗
Adds a custom control to a container (seeCustomControlContainer). 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 withremove_control_from_container() and free it withNode.queue_free().
voidadd_control_to_dock(slot:DockSlot, control:Control, shortcut:Shortcut = null)🔗
Adds the control to a specific dock slot (seeDockSlot 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 withremove_control_from_docks() and free it withNode.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 useAlt modifier.
voidadd_custom_type(type:String, base:String, script:Script, icon: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_handles() to check if your custom object is being edited by checking the script or using theis
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.
voidadd_debugger_plugin(script:EditorDebuggerPlugin)🔗
Adds aScript as debugger plugin to the Debugger. The script must extendEditorDebuggerPlugin.
voidadd_export_platform(platform:EditorExportPlatform)🔗
Registers a newEditorExportPlatform. Export platforms provides functionality of exporting to the specific platform.
voidadd_export_plugin(plugin:EditorExportPlugin)🔗
Registers a newEditorExportPlugin. Export plugins are used to perform tasks when the project is being exported.
Seeadd_inspector_plugin() for an example of how to register a plugin.
voidadd_import_plugin(importer:EditorImportPlugin, first_priority:bool = false)🔗
Registers a newEditorImportPlugin. Import plugins are used to import custom and unsupported assets as a customResource type.
Iffirst_priority
istrue
, 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 useadd_scene_format_importer_plugin() instead.
Seeadd_inspector_plugin() for an example of how to register a plugin.
voidadd_inspector_plugin(plugin:EditorInspectorPlugin)🔗
Registers a newEditorInspectorPlugin. Inspector plugins are used to extendEditorInspector and provide custom configuration tools for your object's properties.
Note: Always useremove_inspector_plugin() to remove the registeredEditorInspectorPlugin when yourEditorPlugin is disabled to prevent leaks and an unexpected behavior.
constMyInspectorPlugin=preload("res://addons/your_addon/path/to/your/script.gd")varinspector_plugin=MyInspectorPlugin.new()func_enter_tree():add_inspector_plugin(inspector_plugin)func_exit_tree():remove_inspector_plugin(inspector_plugin)
voidadd_node_3d_gizmo_plugin(plugin:EditorNode3DGizmoPlugin)🔗
Registers a newEditorNode3DGizmoPlugin. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for aNode3D.
Seeadd_inspector_plugin() for an example of how to register a plugin.
voidadd_resource_conversion_plugin(plugin:EditorResourceConversionPlugin)🔗
Registers a newEditorResourceConversionPlugin. Resource conversion plugins are used to add custom resource converters to the editor inspector.
SeeEditorResourceConversionPlugin for an example of how to create a resource conversion plugin.
voidadd_scene_format_importer_plugin(scene_format_importer:EditorSceneFormatImporter, first_priority:bool = false)🔗
Registers a newEditorSceneFormatImporter. Scene importers are used to import custom 3D asset formats as scenes.
Iffirst_priority
istrue
, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
voidadd_scene_post_import_plugin(scene_import_plugin:EditorScenePostImportPlugin, first_priority:bool = false)🔗
Add aEditorScenePostImportPlugin. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.
Iffirst_priority
istrue
, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
voidadd_tool_menu_item(name:String, callable:Callable)🔗
Adds a custom menu item toProject > Tools namedname
. When clicked, the providedcallable
will be called.
voidadd_tool_submenu_item(name:String, submenu:PopupMenu)🔗
Adds a customPopupMenu submenu underProject > Tools >name
. Useremove_tool_menu_item() on plugin clean up to remove the menu.
voidadd_translation_parser_plugin(parser:EditorTranslationParserPlugin)🔗
Registers a custom translation parser plugin for extracting translatable strings from custom files.
voidadd_undo_redo_inspector_hook_callback(callable: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:Objectundo_redo
,Objectmodified_object
,Stringproperty
andVariantnew_value
. They are, respectively, theUndoRedo 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.
EditorInterfaceget_editor_interface()🔗
Deprecated:EditorInterface is a global singleton and can be accessed directly by its name.
Returns theEditorInterface singleton instance.
PopupMenuget_export_as_menu()🔗
Returns thePopupMenu underScene > Export As....
Stringget_plugin_version()const🔗
Provide the version of the plugin declared in theplugin.cfg
config file.
ScriptCreateDialogget_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.
EditorUndoRedoManagerget_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.
Minimizes the bottom panel.
voidmake_bottom_panel_item_visible(item:Control)🔗
Makes a specific item in the bottom panel visible.
Queue save the project's editor layout.
voidremove_autoload_singleton(name:String)🔗
Removes an Autoloadname
from the list.
voidremove_context_menu_plugin(plugin:EditorContextMenuPlugin)🔗
Removes the specified context menu plugin.
voidremove_control_from_bottom_panel(control:Control)🔗
Removes the control from the bottom panel. You have to manuallyNode.queue_free() the control.
voidremove_control_from_container(container:CustomControlContainer, control:Control)🔗
Removes the control from the specified container. You have to manuallyNode.queue_free() the control.
voidremove_control_from_docks(control:Control)🔗
Removes the control from the dock. You have to manuallyNode.queue_free() the control.
voidremove_custom_type(type:String)🔗
Removes a custom type added byadd_custom_type().
voidremove_debugger_plugin(script:EditorDebuggerPlugin)🔗
Removes the debugger plugin with given script from the Debugger.
voidremove_export_platform(platform:EditorExportPlatform)🔗
Removes an export platform registered byadd_export_platform().
voidremove_export_plugin(plugin:EditorExportPlugin)🔗
Removes an export plugin registered byadd_export_plugin().
voidremove_import_plugin(importer:EditorImportPlugin)🔗
Removes an import plugin registered byadd_import_plugin().
voidremove_inspector_plugin(plugin:EditorInspectorPlugin)🔗
Removes an inspector plugin registered byadd_inspector_plugin().
voidremove_node_3d_gizmo_plugin(plugin:EditorNode3DGizmoPlugin)🔗
Removes a gizmo plugin registered byadd_node_3d_gizmo_plugin().
voidremove_resource_conversion_plugin(plugin:EditorResourceConversionPlugin)🔗
Removes a resource conversion plugin registered byadd_resource_conversion_plugin().
voidremove_scene_format_importer_plugin(scene_format_importer:EditorSceneFormatImporter)🔗
Removes a scene format importer registered byadd_scene_format_importer_plugin().
voidremove_scene_post_import_plugin(scene_import_plugin:EditorScenePostImportPlugin)🔗
Remove theEditorScenePostImportPlugin, added withadd_scene_post_import_plugin().
voidremove_tool_menu_item(name:String)🔗
Removes a menuname
fromProject > Tools.
voidremove_translation_parser_plugin(parser:EditorTranslationParserPlugin)🔗
Removes a custom translation parser plugin registered byadd_translation_parser_plugin().
voidremove_undo_redo_inspector_hook_callback(callable:Callable)🔗
Removes a callback previously added byadd_undo_redo_inspector_hook_callback().
voidset_dock_tab_icon(control:Control, icon:Texture2D)🔗
Sets the tab icon for the given control in a dock slot. Setting tonull
removes the icon.
voidset_force_draw_over_forwarding_enabled()🔗
Enables calling of_forward_canvas_force_draw_over_viewport() for the 2D editor and_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.
voidset_input_event_forwarding_always_enabled()🔗
Use this method if you always want to receive inputs from 3D view screen inside_forward_3d_gui_input(). It might be especially usable if your plugin will want to use raycast in the scene.
Updates the overlays of the 2D and 3D editor viewport. Causes methods_forward_canvas_draw_over_viewport(),_forward_canvas_force_draw_over_viewport(),_forward_3d_draw_over_viewport() and_forward_3d_force_draw_over_viewport() to be called.