addon-development
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
How do I install this agent skill?
npx skills add https://github.com/jame581/godotprompter --skill addon-developmentIs this agent skill safe to install?
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The skill provides documentation and boilerplate templates for developing Godot engine editor plugins (GDScript and C#). It covers plugin registration, UI customization (docks, inspectors), and debugging using standard Godot APIs. No malicious patterns or security risks were identified.
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What does this agent skill do?
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
@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#
#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:
- 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
# 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#
// 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.
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
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 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.
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 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 for the full GDScript and C#
EditorResourcePickerandEditorResourcePreviewGeneratorscaffolds.
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 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.
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
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.
[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).
10. Checklist
-
addons/<plugin_name>/plugin.cfgexists withname,description,author,version,script - Main script extends
EditorPluginand 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_typewith a matching icon SVG -
@toolscripts guard editor-only code withEngine.is_editor_hint() -
_get_configuration_warnings()returns non-empty array when node is misconfigured - Inspector plugins implement
_can_handleto avoid handling unintended types -
_parse_propertyreturnstrueonly for properties that need a custom editor - Dock scenes have a
Custom Minimum Sizeset so the panel is usable at default dock widths - Dock
Controlis freed withqueue_free()in_exit_tree() -
EditorResourcePreviewGeneratoris both added and removed viaEditorInterface.get_resource_previewer() - Gizmo plugin implements
_commit_handlewithget_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_treesetup paths - C# plugin scripts wrapped in
#if TOOLS/#endif
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
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