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Standardize RST header syntax
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@@ -4,7 +4,7 @@ Making plugins
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==============
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About plugins
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~~~~~~~~~~~~~
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-------------
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A plugin is a great way to extend the editor with useful tools. It can be made
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entirely with GDScript and standard scenes, without even reloading the editor.
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@@ -19,7 +19,7 @@ is a custom node that you can add to any scene in the project, and the
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other is a custom dock added to the editor.
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Creating a plugin
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~~~~~~~~~~~~~~~~~
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-----------------
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Before starting, create a new empty project wherever you want. This will serve
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as a base to develop and test the plugins.
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@@ -86,7 +86,7 @@ The main script file will instruct Godot what your plugin does in the editor
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once it is active.
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The script file
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^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~
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Upon creation of the plugin, the dialog will automatically open the
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EditorPlugin script for you. The script has two requirements that you cannot
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@@ -146,7 +146,7 @@ like this:
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This is a good template to use when creating new plugins.
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A custom node
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~~~~~~~~~~~~~
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-------------
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Sometimes you want a certain behavior in many nodes, such as a custom scene
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or control that can be reused. Instancing is helpful in a lot of cases, but
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@@ -282,7 +282,7 @@ click the button, you can see some text in the console:
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.. image:: img/making_plugins-custom_node_console.webp
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A custom dock
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~~~~~~~~~~~~~
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-------------
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Sometimes, you need to extend the editor and add tools that are always available.
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An easy way to do it is to add a new dock with a plugin. Docks are just scenes
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@@ -398,7 +398,7 @@ Note that, while the dock will initially appear at its specified position,
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the user can freely change its position and save the resulting layout.
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Checking the results
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^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~
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It's now time to check the results of your work. Open the **Project
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Settings** and click on the **Plugins** tab. Your plugin should be the only one
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@@ -416,7 +416,7 @@ the settings window. You should now have a custom dock:
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.. _doc_making_plugins_autoload:
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Registering autoloads/singletons in plugins
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-------------------------------------------
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It is possible for editor plugins to automatically register
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:ref:`autoloads <doc_singletons_autoload>` when the plugin is enabled.
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@@ -471,7 +471,7 @@ Use the following code to register a singleton from an editor plugin:
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#endif
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Using sub-plugins
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~~~~~~~~~~~~~~~~~
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-----------------
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Often a plugin adds multiple things, for example a custom node and a panel.
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In those cases it might be easier to have a separate plugin script for each of those features.
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@@ -506,7 +506,7 @@ Instead the main plugin script should enable and disable sub-plugins like this:
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EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/panel", false)
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Going beyond
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~~~~~~~~~~~~
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------------
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Now that you've learned how to make basic plugins, you can extend the editor in
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several ways. Lots of functionality can be added to the editor with GDScript;
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