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addon-development
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
| name | addon-development |
| description | Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels |
Editor plugins extend the Godot editor itself: custom node types, inspector panels, dock widgets, 3D gizmos, and toolbar buttons. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: resource-pattern for custom Resource editors, godot-ui for editor panel UI, csharp-godot for C# plugin development.
Every plugin lives inside addons/ at the project root. Godot discovers plugins by scanning for plugin.cfg files.
res://
└── addons/
└── my_plugin/
├── plugin.cfg # required — plugin metadata
├── plugin.gd # main EditorPlugin script (named in plugin.cfg)
├── my_inspector.gd # optional — EditorInspectorPlugin
├── my_dock.tscn # optional — dock panel scene
└── icons/
└── my_node.svg # optional — custom node icons
plugin.cfg is a plain INI file. Godot reads it when scanning addons/. The script key must point to the main plugin script relative to the plugin folder.
Enable the plugin: Project → Project Settings → Plugins → tick the checkbox next to your plugin name.
@tool makes a GDScript (or its C# equivalent) run inside the editor process as well as at runtime. Without it, the script only runs when the game is playing.
@tool
extends Sprite2D
# Engine.is_editor_hint() is true when running inside the editor,
# false during a running game. Use it to guard editor-only logic.
func _process(delta: float) -> void:
if Engine.is_editor_hint():
# This block runs in the editor viewport — safe to call editor APIs.
update_configuration_warnings()
else:
# Normal game logic here.
pass
# _get_configuration_warnings() returns an array of strings shown as
# yellow warning icons on the node in the Scene panel.
func _get_configuration_warnings() -> PackedStringArray:
var warnings := PackedStringArray()
if texture == null:
warnings.append("Texture is not set. Assign a Texture2D in the Inspector.")
return warnings
#if TOOLS
using Godot;
[Tool]
public partial class MyToolSprite : Sprite2D
{
public override void _Process(double delta)
{
if (Engine.IsEditorHint())
{
// Editor-only logic — safe to call editor APIs here.
UpdateConfigurationWarnings();
}
else
{
// Normal game logic.
}
}
public override string[] _GetConfigurationWarnings()
{
if (Texture == null)
return new[] { "Texture is not set. Assign a Texture2D in the Inspector." };
return System.Array.Empty<string>();
}
}
#endif
Wrap C# tool scripts in
#if TOOLS/#endifto prevent the class from being included in exported builds. GDScript@toolscripts are excluded from exports automatically.
Key rules:
@tool / [Tool] at the top of every script that needs editor access.Engine.is_editor_hint() to avoid crashing the editor when processing begins before the scene is fully loaded.update_configuration_warnings() whenever a property changes that might affect the warning state.The main plugin script extends EditorPlugin. Godot calls _enter_tree() when the plugin is enabled and _exit_tree() when it is disabled or the project is closed. Everything added in _enter_tree() must be removed in _exit_tree().
# plugin.gd
@tool
extends EditorPlugin
func _enter_tree() -> void:
# Register a custom node type. The editor shows MyNode in the
# "Add Node" dialog under the chosen base class, with a custom icon.
add_custom_type(
"MyNode", # name shown in editor
"Node2D", # base class to extend
preload("res://addons/my_plugin/my_node.gd"),
preload("res://addons/my_plugin/icons/my_node.svg")
)
# Add a menu item to the Project menu (top toolbar).
add_tool_menu_item("My Plugin Action", _on_tool_menu_item)
func _exit_tree() -> void:
remove_custom_type("MyNode")
remove_tool_menu_item("My Plugin Action")
func _on_tool_menu_item() -> void:
print("My Plugin Action triggered")
// Plugin.cs
#if TOOLS
using Godot;
[Tool]
public partial class MyPlugin : EditorPlugin
{
public override void _EnterTree()
{
AddCustomType(
"MyNode",
"Node2D",
GD.Load<Script>("res://addons/my_plugin/MyNode.cs"),
GD.Load<Texture2D>("res://addons/my_plugin/icons/my_node.svg")
);
AddToolMenuItem("My Plugin Action", new Callable(this, MethodName.OnToolMenuAction));
}
public override void _ExitTree()
{
RemoveCustomType("MyNode");
RemoveToolMenuItem("My Plugin Action");
}
private void OnToolMenuAction()
{
GD.Print("My Plugin Action triggered");
}
}
#endif
add_custom_type parameters:
| Parameter | Description |
|---|---|
name | The name shown in the Add Node dialog |
base | String name of the Godot base class |
script | The GDScript / C# script resource |
icon | A Texture2D, typically a 16×16 SVG |
add_tool_menu_item adds an entry under Project in the top menu bar. Pass a Callable that takes no arguments.
Godot 4.7 adds file-management APIs useful for build/export tooling — check for unsaved work before running an action, or refresh scripts changed by an external tool.
func _run_pre_build_check() -> void:
var unsaved_scenes := EditorInterface.get_unsaved_scenes() # PackedStringArray of scene paths
var script_editor := EditorInterface.get_script_editor()
var unsaved_files := script_editor.get_unsaved_files() # PackedStringArray of script paths
if not unsaved_scenes.is_empty() or not unsaved_files.is_empty():
push_warning("Unsaved work detected — save before building.")
script_editor.save_all_scripts() # saves every open script
script_editor.reload_open_files() # re-read files changed outside the editor
# Closes the tab, discarding unsaved changes; OK or ERR_FILE_NOT_FOUND.
var err := script_editor.close_file("res://addons/my_plugin/generated.gd")
#if TOOLS
private void RunPreBuildCheck()
{
string[] unsavedScenes = EditorInterface.Singleton.GetUnsavedScenes();
var scriptEditor = EditorInterface.Singleton.GetScriptEditor();
string[] unsavedFiles = scriptEditor.GetUnsavedFiles();
if (unsavedScenes.Length > 0 || unsavedFiles.Length > 0)
GD.PushWarning("Unsaved work detected — save before building.");
scriptEditor.SaveAllScripts();
scriptEditor.ReloadOpenFiles();
Error err = scriptEditor.CloseFile("res://addons/my_plugin/Generated.cs");
}
#endif
When you want a custom widget for an exported property of a specific type, register an EditorInspectorPlugin from your main EditorPlugin. The inspector plugin overrides _can_handle to opt in and _parse_property (or _parse_begin) to inject custom widgets. Pair with an EditorProperty subclass for the actual UI.
See references/inspector-plugins.md for the full GDScript and C# scaffold (custom inspector + EditorProperty + registration boilerplate).
Godot 4.7+: the static
EditorInspector.create_default_inspector(filter_line_edit: LineEdit = null)returns an inspector with the same configuration as the editor's Inspector dock, ready to embed in plugin UIs — pass aLineEditfor live property filtering (see references/inspector-plugins.md).EditorContextMenuPluginalso gainsCONTEXT_SLOT_INSPECTOR_PROPERTYinContextMenuSlot, so context-menu plugins can extend the inspector property right-click menu:_popup_menu()receives[object ID, property name]and the option callback receives theEditorPropertydirectly.
Add a custom dock to the editor by calling add_control_to_dock(slot, control) from your EditorPlugin._enter_tree. Free the control on _exit_tree. Useful for project-wide tooling UIs (level browser, asset summary, build dashboard).
See references/dock-panels.md for the full GDScript and C# dock scaffold.
EditorResourcePicker lets you constrain a property to a specific Resource subclass with a tooltip and base-type filter. EditorResourcePreviewGenerator provides custom thumbnails for resources in the FileSystem dock and Inspector.
See references/inspector-plugins.md for the full GDScript and C#
EditorResourcePickerandEditorResourcePreviewGeneratorscaffolds.
EditorNode3DGizmoPlugin adds visual handles for 3D nodes in the editor — wireframe shapes, draggable handles, rotation rings. Implement _init (materials), _get_gizmo_name, _has_gizmo, _redraw (draw lines/handles), and _get_handle_value / _set_handle / _commit_handle for interactive editing.
See references/gizmos-deep-dive.md for the full GDScript and C# gizmo plugin (with undo/redo wiring for handle commits).
Godot 4.7+: override
_can_commit_handle_on_click() -> bool(returnsfalseif not overridden) to commit a handle action even when the final handle position is the same as the initial one — i.e. on a plain click.
The fastest way to reload plugin code without restarting Godot:
var plugin_name := "my_plugin"
ProjectSettings.set_setting("editor_plugins/enabled", [])
ProjectSettings.save()
# Re-enable via the Plugins dialog.
For quicker iteration, save the plugin script — Godot hot-reloads @tool scripts automatically. Complex changes (new class registrations, dock changes) require a full disable/enable cycle.
print() and push_error() / push_warning() output to the Godot Output panel and the OS console when Godot is launched from a terminal.
func _enter_tree() -> void:
print("[my_plugin] _enter_tree called") # Output panel
push_warning("[my_plugin] something unexpected")
push_error("[my_plugin] something failed") # also shown as red in Output
// C# equivalent — same Output panel, same OS console.
#if TOOLS
public override void _EnterTree()
{
GD.Print("[my_plugin] _EnterTree called"); // Output panel
GD.PushWarning("[my_plugin] something unexpected");
GD.PushError("[my_plugin] something failed"); // also shown as red in Output
}
#endif
C# plugin reload caveat: Unlike GDScript, C# plugins require recompilation. After editing C# plugin source, the editor must rebuild the assembly before re-enabling. If the plugin fails to load with
Could not find type "Plugin", the C# project failed to compile — check the MSBuild Panel at the bottom of the editor for compilation errors. Programmatic plugin reload from a[Tool]script:
#if TOOLS
[Tool]
public partial class PluginReloader : EditorScript
{
public override void _Run()
{
var pluginName = "my_plugin";
// Disable then re-enable to force a clean reload cycle.
EditorInterface.Singleton.SetPluginEnabled(pluginName, false);
EditorInterface.Singleton.SetPluginEnabled(pluginName, true);
GD.Print($"Plugin {pluginName} reloaded.");
}
}
#endif
To launch with the OS console visible on Windows:
godot.exe --editor --path /path/to/project
| Situation | What happens | Fix |
|---|---|---|
Plugin enabled but _enter_tree crashes | Plugin remains enabled but broken; editor may be unstable | Disable, fix, re-enable |
Forgot to remove a dock in _exit_tree | Dock orphan survives disable; duplicate docks appear on next enable | Always null-check and queue_free() in _exit_tree |
| Custom type still listed after removal | Stale entry in the project's plugin_types cache | Restart the editor once after remove_custom_type |
@tool script crashes on property set | Editor shows the error but the script stops updating | Guard with if Engine.is_editor_hint() and validate inputs |
| C# plugin not compiling | Entire plugin silently fails to load | Check the Mono → Build Project output and fix C# errors first |
add_inspector_plugin called twice | Inspector plugin fires twice per property | Track and guard with a null-check before add_inspector_plugin |
plugin.cfg is a plain INI file placed at the root of the plugin folder. All fields in the [plugin] section are required except dependencies and installs.
[plugin]
name="My Plugin"
description="Adds MyNode, a custom inspector, and a dock panel to the editor."
author="Your Name"
version="1.0.0"
script="plugin.gd"
Field reference:
| Key | Type | Description |
|---|---|---|
name | String | Display name shown in Project Settings → Plugins |
description | String | Short summary shown in the Plugins panel |
author | String | Author name or organisation |
version | String | Semantic version string (e.g. "1.2.0") |
script | String | Path to the main EditorPlugin script, relative to the plugin folder |
Complete example with all optional fields:
[plugin]
name="My Plugin"
description="Adds MyNode, a custom inspector, and a dock panel to the editor."
author="Your Name"
version="1.0.0"
script="plugin.gd"
There are no other standard keys in Godot 4.x
plugin.cfg. Dependency management is handled externally (e.g., by the Asset Library or manual installation instructions).
addons/<plugin_name>/plugin.cfg exists with name, description, author, version, scriptEditorPlugin and is decorated with @tool (GDScript) or [Tool] inside #if TOOLS (C#)_enter_tree() is unregistered in _exit_tree()add_custom_type / remove_custom_type with a matching icon SVG@tool scripts guard editor-only code with Engine.is_editor_hint()_get_configuration_warnings() returns non-empty array when node is misconfigured_can_handle to avoid handling unintended types_parse_property returns true only for properties that need a custom editorCustom Minimum Size set so the panel is usable at default dock widthsControl is freed with queue_free() in _exit_tree()EditorResourcePreviewGenerator is both added and removed via EditorInterface.get_resource_previewer()_commit_handle with get_undo_redo() so handle drags are undoablepush_error() used instead of silent failures in all _enter_tree setup paths#if TOOLS / #endif