EditorPlugin

Hereda: Node < Object

Heredado por: GridMapEditorPlugin

Utilizado por el editor para ampliar su funcionalidad.

Descripción

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. 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.

Tutoriales

Métodos

void

_apply_changes() virtual

bool

_build() virtual

void

_clear() virtual

void

_disable_plugin() virtual

void

_edit(object: Object) virtual

void

_enable_plugin() virtual

void

_forward_3d_draw_over_viewport(viewport_control: Control) virtual

void

_forward_3d_force_draw_over_viewport(viewport_control: Control) virtual

int

_forward_3d_gui_input(viewport_camera: Camera3D, event: InputEvent) virtual

void

_forward_canvas_draw_over_viewport(viewport_control: Control) virtual

void

_forward_canvas_force_draw_over_viewport(viewport_control: Control) virtual

bool

_forward_canvas_gui_input(event: InputEvent) virtual

PackedStringArray

_get_breakpoints() virtual const

Texture2D

_get_plugin_icon() virtual const

String

_get_plugin_name() virtual const

Dictionary

_get_state() virtual const

String

_get_unsaved_status(for_scene: String) virtual const

void

_get_window_layout(configuration: ConfigFile) virtual

bool

_handles(object: Object) virtual const

bool

_has_main_screen() virtual const

void

_make_visible(visible: bool) virtual

void

_save_external_data() virtual

void

_set_state(state: Dictionary) virtual

void

_set_window_layout(configuration: ConfigFile) virtual

void

add_autoload_singleton(name: String, path: String)

void

add_context_menu_plugin(slot: ContextMenuSlot, plugin: EditorContextMenuPlugin)

Button

add_control_to_bottom_panel(control: Control, title: String, shortcut: Shortcut = null)

void

add_control_to_container(container: CustomControlContainer, control: Control)

void

add_control_to_dock(slot: DockSlot, control: Control, shortcut: Shortcut = null)

void

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

void

add_debugger_plugin(script: EditorDebuggerPlugin)

void

add_export_platform(platform: EditorExportPlatform)

void

add_export_plugin(plugin: EditorExportPlugin)

void

add_import_plugin(importer: EditorImportPlugin, first_priority: bool = false)

void

add_inspector_plugin(plugin: EditorInspectorPlugin)

void

add_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin)

void

add_resource_conversion_plugin(plugin: EditorResourceConversionPlugin)

void

add_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter, first_priority: bool = false)

void

add_scene_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin, first_priority: bool = false)

void

add_tool_menu_item(name: String, callable: Callable)

void

add_tool_submenu_item(name: String, submenu: PopupMenu)

void

add_translation_parser_plugin(parser: EditorTranslationParserPlugin)

void

add_undo_redo_inspector_hook_callback(callable: Callable)

EditorInterface

get_editor_interface()

PopupMenu

get_export_as_menu()

String

get_plugin_version() const

ScriptCreateDialog

get_script_create_dialog()

EditorUndoRedoManager

get_undo_redo()

void

hide_bottom_panel()

void

make_bottom_panel_item_visible(item: Control)

void

queue_save_layout()

void

remove_autoload_singleton(name: String)

void

remove_context_menu_plugin(plugin: EditorContextMenuPlugin)

void

remove_control_from_bottom_panel(control: Control)

void

remove_control_from_container(container: CustomControlContainer, control: Control)

void

remove_control_from_docks(control: Control)

void

remove_custom_type(type: String)

void

remove_debugger_plugin(script: EditorDebuggerPlugin)

void

remove_export_platform(platform: EditorExportPlatform)

void

remove_export_plugin(plugin: EditorExportPlugin)

void

remove_import_plugin(importer: EditorImportPlugin)

void

remove_inspector_plugin(plugin: EditorInspectorPlugin)

void

remove_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin)

void

remove_resource_conversion_plugin(plugin: EditorResourceConversionPlugin)

void

remove_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter)

void

remove_scene_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin)

void

remove_tool_menu_item(name: String)

void

remove_translation_parser_plugin(parser: EditorTranslationParserPlugin)

void

remove_undo_redo_inspector_hook_callback(callable: Callable)

void

set_dock_tab_icon(control: Control, icon: Texture2D)

void

set_force_draw_over_forwarding_enabled()

void

set_input_event_forwarding_always_enabled()

int

update_overlays() const


Señales

main_screen_changed(screen_name: String) 🔗

Emitida cuando el usuario cambia el espacio de trabajo (2D, 3D, Script, Juego, Librería de Assets). También funciona con pantallas personalizadas definidas por plugins.


project_settings_changed() 🔗

Obsoleto: Use ProjectSettings.settings_changed instead.

Emitida cuando se ha cambiado alguna configuración del proyecto.


resource_saved(resource: Resource) 🔗

Emitida cuando el resource dado es guardado en el disco. Véase también scene_saved.


scene_changed(scene_root: Node) 🔗

Emitida cuando se cambia la escena en el editor. El argumento devolverá el nodo raíz de la escena que se acaba de activar. Si esta escena es nueva y está vacía, el argumento será null.


scene_closed(filepath: String) 🔗

Emitida cuando el usuario cierra una escena. El argumento es la ruta de archivo a una escena cerrada.


scene_saved(filepath: String) 🔗

Emitida al guardar una escena en el disco. El argumento es la ruta de acceso a la escena guardada. Véase también resource_saved.


Enumeraciones

enum CustomControlContainer: 🔗

CustomControlContainer CONTAINER_TOOLBAR = 0

Main editor toolbar, next to play buttons.

CustomControlContainer CONTAINER_SPATIAL_EDITOR_MENU = 1

La barra de herramientas que aparece cuando el editor 3D está activo.

CustomControlContainer CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2

Barra lateral izquierda del editor 3D.

CustomControlContainer CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3

Barra lateral derecha del editor 3D.

CustomControlContainer CONTAINER_SPATIAL_EDITOR_BOTTOM = 4

Panel inferior del editor 3D.

CustomControlContainer CONTAINER_CANVAS_EDITOR_MENU = 5

La barra de herramientas que aparece cuando el editor 2D está activo.

CustomControlContainer CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6

Barra lateral izquierda del editor 2D.

CustomControlContainer CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7

Barra lateral derecha del editor 2D.

CustomControlContainer CONTAINER_CANVAS_EDITOR_BOTTOM = 8

Panel inferior del editor 2D.

CustomControlContainer CONTAINER_INSPECTOR_BOTTOM = 9

Sección inferior del inspector.

CustomControlContainer CONTAINER_PROJECT_SETTING_TAB_LEFT = 10

Tab of Project Settings dialog, to the left of other tabs.

CustomControlContainer CONTAINER_PROJECT_SETTING_TAB_RIGHT = 11

Pestaña del cuadro de diálogo Configuración del proyecto, a la derecha de otras pestañas.


enum DockSlot: 🔗

DockSlot DOCK_SLOT_LEFT_UL = 0

Dock slot, left side, upper-left (empty in default layout).

DockSlot DOCK_SLOT_LEFT_BL = 1

Dock slot, left side, bottom-left (empty in default layout).

DockSlot DOCK_SLOT_LEFT_UR = 2

Dock slot, left side, upper-right (in default layout includes Scene and Import docks).

DockSlot DOCK_SLOT_LEFT_BR = 3

Dock slot, left side, bottom-right (in default layout includes FileSystem dock).

DockSlot DOCK_SLOT_RIGHT_UL = 4

Dock slot, right side, upper-left (in default layout includes Inspector, Node, and History docks).

DockSlot DOCK_SLOT_RIGHT_BL = 5

Dock slot, right side, bottom-left (empty in default layout).

DockSlot DOCK_SLOT_RIGHT_UR = 6

Dock slot, right side, upper-right (empty in default layout).

DockSlot DOCK_SLOT_RIGHT_BR = 7

Dock slot, right side, bottom-right (empty in default layout).

DockSlot DOCK_SLOT_MAX = 8

Representa el tamaño del enum DockSlot.


enum AfterGUIInput: 🔗

AfterGUIInput AFTER_GUI_INPUT_PASS = 0

Reenvía el InputEvent a otros EditorPlugins.

AfterGUIInput AFTER_GUI_INPUT_STOP = 1

Evita que InputEvent llegue a otras clases de Editor.

AfterGUIInput AFTER_GUI_INPUT_CUSTOM = 2

Pass the InputEvent to other editor plugins except the main Node3D one. This can be used to prevent node selection changes and work with sub-gizmos instead.


Descripciones de Métodos

void _apply_changes() virtual 🔗

Este método se llama cuando el editor está a punto de guardar el proyecto, cambiar a otra pestaña, etc. Le pide al plugin que aplique cualquier cambio de estado pendiente para asegurar la consistencia.

Se utiliza, por ejemplo, en los editores de shaders para que el plugin sepa que debe aplicar el código de sombreado que está escribiendo el usuario al objeto.


bool _build() 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.


void _clear() virtual 🔗

Borra todo el estado y pone a cero el objeto que se está editando. Esto asegura que tu plugin no siga editando un nodo existente o un nodo de la escena equivocada.


void _disable_plugin() virtual 🔗

Llamado por el motor cuando el usuario desactiva el EditorPlugin en la pestaña Plugins de la ventana de configuración del proyecto.


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 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 _enable_plugin() virtual 🔗

Llamado por el motor cuando el usuario habilita el EditorPlugin en la pestaña Plugins de la ventana de configuración del proyecto.


void _forward_3d_draw_over_viewport(viewport_control: Control) virtual 🔗

Called by the engine when the 3D editor's viewport is updated. viewport_control is an overlay on top of the viewport and it can be used for drawing. You can update the viewport manually by calling update_overlays().

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

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


int _forward_3d_gui_input(viewport_camera: Camera3D, event: InputEvent) virtual 🔗

Se llama cuando hay un nodo raíz en la escena editada actual, se implementa _handles() y ocurre un InputEvent en el viewport 3D. El valor de retorno decide si el InputEvent es consumido o reenviado a otros EditorPlugins. Véase AfterGUIInput para las opciones.

# Evita que el InputEvent alcance a otras clases de Editor.
func _forward_3d_gui_input(camera, event):
    return EditorPlugin.AFTER_GUI_INPUT_STOP

Este método debe devolver AFTER_GUI_INPUT_PASS para reenviar el InputEvent a otras clases de Editor.

# Consume InputEventMouseMotion y reenvía otros tipos de InputEvent.
func _forward_3d_gui_input(camera, event):
    return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS

void _forward_canvas_draw_over_viewport(viewport_control: Control) virtual 🔗

Called by the engine when the 2D editor's viewport is updated. viewport_control is an overlay on top of the viewport and it can be used for drawing. You can update the viewport manually by calling update_overlays().

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

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

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 using set_force_draw_over_forwarding_enabled().


bool _forward_canvas_gui_input(event: InputEvent) virtual 🔗

Se llama cuando hay un nodo raíz en la escena editada actual, se implementa _handles() y se produce un InputEvent en la vista 2D. Si este método devuelve true, event es interceptado por este EditorPlugin, de lo contrario se reenvía a otras clases de Editor.

# Evita que el InputEvent llegue a otras clases de Editor.
func _forward_canvas_gui_input(event):
    return true

Este método debe devolver false para reenviar el InputEvent a otras clases de Editor.

# Consume InputEventMouseMotion y reenvía otros tipos de InputEvent.
func _forward_canvas_gui_input(event):
    if (event is InputEventMouseMotion):
        return true
    return false

PackedStringArray _get_breakpoints() virtual const 🔗

Esto es para los editores que editan objetos basados en scripts. Puede devolver una lista de puntos de interrupción en el formato (script:line), por ejemplo: res://ruta_a_script.gd:25.


Texture2D _get_plugin_icon() virtual const 🔗

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", "Game", 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")

String _get_plugin_name() virtual const 🔗

Sobrescribe este método en tu plugin para proporcionar el nombre del plugin cuando se muestre en el editor de Godot.

Para plugins de la pantalla principal, esto aparece en la parte superior de la pantalla, a la derecha de los botones "2D", "3D", "Script", "Juego" y "Librería de Assets".


Dictionary _get_state() virtual const 🔗

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

String _get_unsaved_status(for_scene: String) virtual const 🔗

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 ""

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 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 _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) virtual const 🔗

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 _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() virtual const 🔗

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

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")

void _make_visible(visible: bool) virtual 🔗

Esta función será llamada cuando se solicite que el editor se haga visible. Se utiliza para los plugins que editan un tipo de objeto específico.

Recuerda que tienes que gestionar la visibilidad de todos los controles del editor de forma manual.


void _save_external_data() virtual 🔗

Este método se llama después de que el editor guarda el proyecto o cuando se cierra. Le pide al plugin que guarde las escenas/recursos externos editados.


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 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 add_autoload_singleton(name: String, path: String) 🔗

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


void add_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.

Note: A plugin instance can belong only to a single context menu slot.


Button add_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 with remove_control_from_bottom_panel() and free it with Node.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.


void add_control_to_container(container: CustomControlContainer, control: Control) 🔗

Adds a custom control to a container 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 remove_control_from_container() and free it with Node.queue_free().


void add_control_to_dock(slot: DockSlot, control: Control, shortcut: Shortcut = null) 🔗

Adds the control to a specific dock slot.

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 remove_control_from_docks() and free it with Node.queue_free().

Optionally, you can specify a shortcut parameter. When pressed, this shortcut will open and focus the dock.


void add_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 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_debugger_plugin(script: EditorDebuggerPlugin) 🔗

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


void add_export_platform(platform: EditorExportPlatform) 🔗

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


void add_export_plugin(plugin: EditorExportPlugin) 🔗

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

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


void add_import_plugin(importer: EditorImportPlugin, first_priority: bool = false) 🔗

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 add_scene_format_importer_plugin() instead.

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


void add_inspector_plugin(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 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_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) 🔗

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

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


void add_resource_conversion_plugin(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_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter, first_priority: bool = false) 🔗

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_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin, first_priority: bool = false) 🔗

Add an 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_tool_menu_item(name: String, callable: Callable) 🔗

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


void add_tool_submenu_item(name: String, submenu: PopupMenu) 🔗

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


void add_translation_parser_plugin(parser: EditorTranslationParserPlugin) 🔗

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


void add_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: 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.


EditorInterface get_editor_interface() 🔗

Obsoleto: EditorInterface is a global singleton and can be accessed directly by its name.

Devuelve la instancia singleton EditorInterface.


PopupMenu get_export_as_menu() 🔗

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


String get_plugin_version() const 🔗

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


ScriptCreateDialog 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.


EditorUndoRedoManager get_undo_redo() 🔗

Consigue el objeto deshacer/rehacer. La mayoría de las acciones del editor pueden deshacerse, así que usa este objeto para asegurarte de que esto ocurra cuando valga la pena.


void hide_bottom_panel() 🔗

Minimiza el panel inferior.


void make_bottom_panel_item_visible(item: Control) 🔗

Hace visible un elemento específico en el panel inferior.


void queue_save_layout() 🔗

La cola guarda el diseño del editor del proyecto.


void remove_autoload_singleton(name: String) 🔗

Elimina un name Autoload de la lista.


void remove_context_menu_plugin(plugin: EditorContextMenuPlugin) 🔗

Elimina el plugin del menú contextual especificado.


void remove_control_from_bottom_panel(control: Control) 🔗

Quita el control del panel inferior. Tienes que manualmente Node.queue_free() el control.


void remove_control_from_container(container: CustomControlContainer, control: Control) 🔗

Retira el control del contenedor especificado. Tienes que hacer manualmente Node.queue_free() el control.


void remove_control_from_docks(control: Control) 🔗

Quita el control del dock. Tienes que manualmente Node.queue_free() el control.


void remove_custom_type(type: String) 🔗

Elimina un tipo personalizado añadido por add_custom_type().


void remove_debugger_plugin(script: EditorDebuggerPlugin) 🔗

Elimina el plugin del depurador con el script dado del depurador.


void remove_export_platform(platform: EditorExportPlatform) 🔗

Removes an export platform registered by add_export_platform().


void remove_export_plugin(plugin: EditorExportPlugin) 🔗

Removes an export plugin registered by add_export_plugin().


void remove_import_plugin(importer: EditorImportPlugin) 🔗

Removes an import plugin registered by add_import_plugin().


void remove_inspector_plugin(plugin: EditorInspectorPlugin) 🔗

Removes an inspector plugin registered by add_inspector_plugin().


void remove_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) 🔗

Removes a gizmo plugin registered by add_node_3d_gizmo_plugin().


void remove_resource_conversion_plugin(plugin: EditorResourceConversionPlugin) 🔗

Removes a resource conversion plugin registered by add_resource_conversion_plugin().


void remove_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter) 🔗

Removes a scene format importer registered by add_scene_format_importer_plugin().


void remove_scene_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin) 🔗

Remove the EditorScenePostImportPlugin, added with add_scene_post_import_plugin().


void remove_tool_menu_item(name: String) 🔗

Removes a menu name from Project > Tools.


void remove_translation_parser_plugin(parser: EditorTranslationParserPlugin) 🔗

Removes a custom translation parser plugin registered by add_translation_parser_plugin().


void remove_undo_redo_inspector_hook_callback(callable: Callable) 🔗

Removes a callback previously added by add_undo_redo_inspector_hook_callback().


void set_dock_tab_icon(control: Control, icon: Texture2D) 🔗

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


void set_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.


void set_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.


int update_overlays() const 🔗

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.