iOS Development

Extending the Editor with Plugins in Godot

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Plugins are an effective way so as to add performance to Godot’s editor with minimal effort. They can help you add options like customized instruments, helpful shortcuts, and menu gadgets to hurry up your workflow. This text will information you thru the method of making your individual plugins to unlock the total potential of Godot.

Word: This text assumes you’re acquainted with Godot’s editor and have understanding of GDScript.

Getting Began

To get began, obtain the undertaking supplies through the Obtain Supplies hyperlink on the prime and backside of this web page. Subsequent, open the EditorPlugins undertaking you discover within the starter folder and open it in Godot.
Earlier than delving into plugins, I’ll give a fast tour of the undertaking. It comes with a single scene named essential.tscn and a few sprites. Open the essential scene and check out the nodes inside.

main scene

There’s a set of StaticBody2D and RigidBody2D nodes right here that make up a non-interactive physics scene. Should you direct your consideration to the Scene dock, you’ll see there are all named in accordance with their operate.

scene dock

Discover that solely the highest degree nodes may be chosen and moved, whereas their youngsters are locked. That is intentional to keep away from shifting the collision shapes and sprites by themselves accidentally.

locked nodes

Now attempt operating the undertaking by urgent F5 and see what occurs.

run project

Shortly after operating the undertaking, you’ll see the little blue avatar falling down on a crimson field, whereas the opposite crimson field falls off a platform. There’s no precise gameplay concerned right here as the main target is on extending the editor.
Now you understand your method across the scene, it’s time to study plugins!

Plugin Overview

In Godot, plugins are scripts that reach the performance of the editor. You possibly can write these scripts utilizing GDScript or C# and there’s no must recompile the engine to make them work. In addition to the principle plugin script, you possibly can add scenes and additional scripts to the plugin to make it much more versatile. These work the identical method like the remainder of your undertaking, which means you should utilize your present information of Godot to increase it!

You need to use plugins so as to add buttons, shortcuts and even complete new screens to the editor. Listed below are some examples of what you are able to do with plugins:

  • Create a dialog supervisor
  • Combine Google Sheets into your undertaking to load information from
  • Add customized useful resource importers
  • Make your individual node varieties
  • Robotically create the best dimension of colliders for sprites

These are only a handful of concepts to present you a style of what you are able to do with plugins. Should you ever thought of a function you’d need in Godot, there’s probability you could find it in a plugin or create your individual.

Creating Your First Plugin

To your first plugin, you’ll add a button to the toolbar that toggles the visibility of a specific node.

clicking a button hides a sprite

Scaffolding

Plugins want three issues to work:

Fortunately, Godot makes it simple to create new plugins because it’s constructed into the editor. To get began, open the Challenge Settings through Challenge ▸ Challenge Settings… within the prime menu. Now choose the Plugins tab and you need to see an empty record.

  • They must be in a folder named addons within the root of the undertaking
  • They want a file named plugin.cfg containing the metadata
  • They want no less than one script that derives from EditorPlugin

plugins tab

Now click on the Create New Plugin button and the Create a Plugin dialog window will pop up.

create new plugin dialog

Godot will create the mandatory recordsdata for you based mostly on the knowledge you present, fairly neat! For this visibility button plugin, fill within the following data:

  • Plugin Title: Visibility Button
  • Subfolder: visibility_button
  • Description: Simply present and conceal a specific node.
  • Writer: Your identify or username
  • Script Title: visibility_button.gd

Right here’s what it ought to appear like:

Visibility button info

Subsequent, click on the Create button to let Godot create the mandatory recordsdata for you. This will even robotically open the visibility_button.gd script within the script editor.
Earlier than modifying the script, check out the recordsdata and folders Godot has created for you within the FileSystem dock.

addons folder

There’s a brand new folder named addons now that accommodates a folder for the plugin named visibility_button. Inside that folder, there’s a file named plugin.cfg and a script named visibility_button.gd. plugin.cfg accommodates the metadata for the plugin, whereas the script accommodates the precise code.

Word: You could be questioning why the addons folder isn’t named plugins as an alternative. In Godot, it’s potential so as to add add-ons that reach the performance of the editor, however aren’t plugins. Plugins are editor plugins particularly, which use a script that derives from EditorPlugin.

Sufficient scaffolding, time to try the code!

Taking a Nearer Look

The visibility_button.gd script that Godot generated for you accommodates the next code:

@device # 1
extends EditorPlugin # 2


func _enter_tree() -> void: # 3
    # Initialization of the plugin goes right here.
    go


func _exit_tree() -> void: # 4
    # Clear-up of the plugin goes right here.
    go

I took the freedom so as to add some numbered feedback to make it simpler to elucidate what every line does:

  1. The @device annotation turns an everyday script right into a device script. Which means any code within the script will likely be executed within the editor. That is highly effective, but it surely additionally makes it simple to interrupt whole scenes when not cautious. You’ll be taught extra concerning the @device annotation in one other article. If you wish to know extra about it within the meantime, try the Operating code within the editor web page of Godot’s documentation.
  2. All editor plugins should inherit from EditorPlugin. This class comes with a ton of helpful features to entry and edit Godot’s editor.
  3. The _enter_tree operate is known as whenever you activate the plugin. This the place you arrange all wanted variables and references for later use.
  4. The _exit_tree operate is known as whenever you disable the plugin. That is the place you clear up all references.

Dealing with Node Choice

For the visibility button plugin, you gained’t want the _enter_tree and _exit_tree features so delete them. You’ll be dealing with the initialization and cleanup with different features. Now add the operate under within the place of the eliminated ones:

func _handles(object) -> bool:
    return object is Node

Godot calls the _handles operate when you choose an object. The Object class is the bottom class for all different lessons in Godot. This operate returns true if the chosen object may be dealt with by your plugin. On this case, the plugin solely edits nodes, so it returns true if the chosen object is a Node class, or derives from it.

You’ll must maintain observe of the chosen node your self, so add a brand new variable above the _handles operate named node_to_edit:

var node_to_edit : Node

With this variable in place, add the _edit operate under the _handles operate:

func _edit(object: Object) -> void: # 1
    if !object: # 2
        return

    node_to_edit = object # 3

The _edit operate is known as by Godot proper after the _handles operate returns true. It requests the editor to edit the given object and it’s the proper place to retailer a reference to the chosen object. Right here’s an outline of what’s taking place right here:

  1. The _edit operate will get handed the chosen object, a Node in case of this plugin.
  2. There’s a chance that the chosen object is null, so it is advisable verify if it’s not. If it’s null, return from the operate and don’t do something.
  3. Retailer a reference to the chosen object for later use.

To verify if this code is working accurately, add a short lived print assertion on the finish of the _edit operate:

print(node_to_edit)

Now save the script and take a look at choosing some nodes within the scene tree. You must see the identify of the chosen node within the console.

Selecting nodes, their names are shown in the console

As you possibly can see, the plugin already works!

Word: When you choose a root node like Primary on this case, the console will name _edit twice. Fortunately, this gained’t have an effect on the performance of the plugin.

Now take away or remark out the print assertion you’ve added and save the script once more. The final operate to carry all of it collectively is the _make_visible operate, add it under the _edit operate:

func _make_visible(seen: bool) -> void: # 1
    if seen: # 2
        _add_button()
    else: # 3
        _remove_button()

Just like the _edit operate, Godot calls the _make_visible operate after the _handles operate returns true. It handles the displaying and hiding of the plugin UI. It additionally will get known as when disabling the plugin. When displaying the button, you’ll create it and add it to the toolbar. When hiding the button, you’ll take away it from the toolbar and destroy it. That is a substitute for utilizing the _enter_tree and _exit_tree features for initialization and cleanup.
Right here’s the code above in additional element:

  1. The _make_visible operate will get handed a boolean worth, seen to inform the UI to indicate or cover.
  2. If seen is true, add the button to the toolbar through the _add_button operate.
  3. If seen is false, take away the button from the toolbar through the _remove_button operate.

After including the code, you’ll get some errors as you haven’t added the _add_button and _remove_button features but. Add these empty features to do away with the errors:

func _add_button() -> void:
    go


func _remove_button() -> void:
    go

These will act as placeholders for now. Within the subsequent part you’ll add the logic.

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