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Using the theme editor¶
This article explains how to create and manage UI themes using the Godot editor and its theme editor tool. We recommend getting familiar with the basics behind GUI skinning/theming by reading Introduction to GUI skinning before starting.
The theme editor is a bottom panel tool that activates automatically, when a Theme resource is selected for editing. It contains the necessary UI for adding, removing, and adjusting theme types and theme items. It features a preview section for testing your changes live, as well as a window dialog for doing bulk operations of the theme items.
Creating a theme¶
Like any other resources, themes can be created directly in the file system dock by right-clicking and selecting New Resource..., then selecting Theme and clicking Create. This is especially useful for creating project-wide themes.
Themes also can be created from any control node. Select a control node in the scene
hierarchy, then in the inspector go to the theme
property. From there you can
select New Theme.

This will create an empty theme and open up the theme editor. Keep in mind that resources created this way are bundled with the scene by default. Use the context menu to save the new theme to a file instead.
While the theme editor provides the tools to manage theme types and items, themes also include the default, fallback font that you can edit only using the Inspector dock. Same applies to the contents of complex resource types, such as StyleBoxes and icons — they open for editing in the Inspector.

Theme editor overview¶

The theme editor has two main parts. The main theme editor, located at the bottom of the Godot editor, aims to provide users with tools to quickly create, edit, and delete theme items and types. It gives visual tools for picking and changing controls, abstracting the underlying theme concepts. The Manage Theme Items dialog, on the other hand, tries to address the needs of those who want to change themes manually. It's also useful for creating a new editor theme.
Theme previews¶
The left-hand side of the main editor has a set of preview tabs. The Default Preview tab is visible out of the box and contains most of the frequently used controls in various states. Previews are interactive, so intermediate states (e.g. hover) can be previewed as well.

Additional tabs can be created from arbitrary scenes in your project. The scene must have a control node as its root to function as a preview. To add a new tab click the Add Preview button and select the saved scene from your file system.

If you make changes to the scene, they will not be reflected in the preview automatically. To update the preview click the reload button on the toolbar.
Previews can also be used to quickly select the theme type to edit. Select the picker tool from the toolbar and hover over the preview area to highlight control nodes. Highlighted control nodes display their class name, or type variation if available. Clicking on the highlighted control opens it for editing on the right-hand side.

Theme types and items¶
The right-hand side of the theme editor provides a list of theme types available in the edited theme resource, and the contents of the selected type. The list of type's items is divided into several tabs, corresponding to each data type available in the theme (colors, constants, styles, etc.). If the Show Default option