From 69d0d47efbab8c8ffa2d438a47425a5e147daf76 Mon Sep 17 00:00:00 2001 From: Hilderin <81109165+Hilderin@users.noreply.github.com> Date: Thu, 19 Sep 2024 19:54:47 -0400 Subject: [PATCH] Fix code sample for add_autoload_singleton in plugin - Add documentation for issue https://github.com/godotengine/godot/issues/68285 --- tutorials/plugins/editor/making_plugins.rst | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst index e9bdd9eb2..760946140 100644 --- a/tutorials/plugins/editor/making_plugins.rst +++ b/tutorials/plugins/editor/making_plugins.rst @@ -450,12 +450,12 @@ Use the following code to register a singleton from an editor plugin: const AUTOLOAD_NAME = "SomeAutoload" - func _enter_tree(): + func _enable_plugin(): # The autoload can be a scene or script file. add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn") - func _exit_tree(): + func _disable_plugin(): remove_autoload_singleton(AUTOLOAD_NAME) .. code-tab:: csharp @@ -469,13 +469,13 @@ Use the following code to register a singleton from an editor plugin: // Replace this value with a PascalCase autoload name. private const string AutoloadName = "SomeAutoload"; - public override void _EnterTree() + public override void _EnablePlugin() { // The autoload can be a scene or script file. AddAutoloadSingleton(AutoloadName, "res://addons/MyAddon/SomeAutoload.tscn"); } - public override void _ExitTree() + public override void _DisablePlugin() { RemoveAutoloadSingleton(AutoloadName); }