addon-development
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
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---
name: "addon-development"
description: "Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels"
license: "MIT"
---
# Addon Development in Godot 4.3+
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.
---
## 1. Plugin Structure
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.
---
## 2. @tool Annotation
`@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.
### GDScript
```gdscript
@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
```
### C#
```csharp
#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` / `#endif` to prevent the class from being included in exported builds. GDScript `@tool` scripts are excluded from exports automatically.
**Key rules:**
- Add `@tool` / `[Tool]` at the top of every script that needs editor access.
- Always guard runtime-only code with `Engine.is_editor_hint()` to avoid crashing the editor when processing begins before the scene is fully loaded.
- Call `update_configuration_warnings()` whenever a property changes that might affect the warning state.
---
## 3. EditorPlugin Base
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()`.**
### GDScript
```gdscript
# 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")
```
### C#
```csharp
// 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.
### Unsaved-State & Script Editor Control (Godot 4.7+)
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.
```gdscript
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")
```
```csharp
#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
```
---
## 4. Custom Inspector Plugin
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](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 a `LineEdit` for live property filtering (see [references/inspector-plugins.md](references/inspector-plugins.md)). `EditorContextMenuPlugin` also gains `CONTEXT_SLOT_INSPECTOR_PROPERTY` in `ContextMenuSlot`, so context-menu plugins can extend the inspector property right-click menu: `_popup_menu()` receives `[object ID, property name]` and the option callback receives the `EditorProperty` directly.
---
## 5. Custom Dock Panel
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](references/dock-panels.md) for the full GDScript and C# dock scaffold.
---
## 6. Custom Resource Editors
`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](references/inspector-plugins.md) for the full GDScript and C# `EditorResourcePicker` and `EditorResourcePreviewGenerator` scaffolds.
---
## 7. Gizmos
`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](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` (returns `false` if 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.
---
## 8. Testing Plugins
Toggle the plugin off and on in **Project Settings → Plugins** to reload it; saving a `@tool` script hot-reloads automatically, but new class registrations and dock changes need the full cycle. `print()` / `push_warning()` / `push_error()` go to the Output panel. **C# plugins must recompile first** — `Could not find type "Plugin"` means the assembly failed to build, so check the MSBuild panel before anything else.
Reload recipes (GDScript + C# `PluginReloader`), console launch flags, and the lifecycle-gotcha table (orphaned docks, stale custom types, double-registered inspector plugins): [references/testing-plugins.md](references/testing-plugins.md)
---
## 9. plugin.cfg Format
`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`.
```ini
[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:**
```ini
[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).
---
## 10. Checklist
- [ ] `addons/<plugin_name>/plugin.cfg` exists with `name`, `description`, `author`, `version`, `script`
- [ ] Main script extends `EditorPlugin` and is decorated with `@tool` (GDScript) or `[Tool]` inside `#if TOOLS` (C#)
- [ ] Everything registered in `_enter_tree()` is unregistered in `_exit_tree()`
- [ ] Custom node types use `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
- [ ] Inspector plugins implement `_can_handle` to avoid handling unintended types
- [ ] `_parse_property` returns `true` only for properties that need a custom editor
- [ ] Dock scenes have a `Custom Minimum Size` set so the panel is usable at default dock widths
- [ ] Dock `Control` is freed with `queue_free()` in `_exit_tree()`
- [ ] `EditorResourcePreviewGenerator` is both added and removed via `EditorInterface.get_resource_previewer()`
- [ ] Gizmo plugin implements `_commit_handle` with `get_undo_redo()` so handle drags are undoable
- [ ] Plugin tested by full disable/enable cycle after each structural change
- [ ] `push_error()` used instead of silent failures in all `_enter_tree` setup paths
- [ ] C# plugin scripts wrapped in `#if TOOLS` / `#endif`More General & Other skills
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