diff --git a/tutorials/scripting/creating_script_templates.rst b/tutorials/scripting/creating_script_templates.rst index 6d5314f8c..d3b1a4562 100644 --- a/tutorials/scripting/creating_script_templates.rst +++ b/tutorials/scripting/creating_script_templates.rst @@ -61,22 +61,20 @@ Both editor and project defined templates are organized in the following way: where: -* ``template_path`` is one of the 2 locations discussed in the previous two sections +* ``template_path`` is one of the 2 locations discussed in the previous two sections. * ``node_type`` is the node it will apply to (for example, :ref:`Node `, or :ref:`CharacterBody3D `), - casing doesn't matter for the folder name, however adding a ``_`` to a name will not work, for example ``Mesh_Instance3D`` does not work. - if a script isn't in the proper ``node_type`` folder it will not be detected. + This is **case-sensitive**. If a script isn't in the proper ``node_type`` folder, it won't be detected. -* ``file`` is the custom name you can chose for the template (for example: ``platformer_movement`` or ``smooth_camera``) +* ``file`` is the custom name you can chose for the template (for example, ``platformer_movement`` or ``smooth_camera``). -* ``extension``: will indicate which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#) +* ``extension`` indicates which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#). For example: - ``template_scripts/Node/smooth_camera.gd`` - ``template_scripts/CharacterBody3D/platformer_movement.gd`` - Default behaviour and overriding it -----------------------------------