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Warn users about `Activate now` on C#

- Add a warning about enabling `Activate now` for C# plugins
- Add tabs to `Create Plugin` dialog values
Raul Santos 2 years ago
parent
commit
39f488e62e
1 changed files with 22 additions and 1 deletions
  1. 22 1
      tutorials/plugins/editor/making_plugins.rst

+ 22 - 1
tutorials/plugins/editor/making_plugins.rst

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