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@@ -41,7 +41,10 @@ You will see the dialog appear, like so:
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The placeholder text in each field describes how it affects the plugin's
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creation of the files and the config file's values.
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-To continue with the example, use the following values::
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+To continue with the example, use the following values:
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+
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+.. tabs::
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+ .. code-tab:: ini GDScript
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Plugin Name: My Custom Node
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Subfolder: my_custom_node
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@@ -52,6 +55,24 @@ To continue with the example, use the following values::
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Script Name: custom_node.gd
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Activate now: No
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+ .. code-tab:: ini C#
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+
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+ Plugin Name: My Custom Node
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+ Subfolder: my_custom_node
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+ Description: A custom node made to extend the Godot Engine.
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+ Author: Your Name Here
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+ Version: 1.0.0
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+ Language: C#
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+ Script Name: CustomNode.cs
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+ Activate now: No
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+
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+.. warning::
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+
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+ Unchecking the ``Activate now?`` option in C# is always required because,
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+ like every other C# script, the EditorPlugin script needs to be compiled which
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+ requires building the project. After building the project the plugin can be
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+ enabled in the ``Plugins`` tab of ``Project Settings``.
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+
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You should end up with a directory structure like this:
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.. image:: img/making_plugins-my_custom_mode_folder.png
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