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@@ -61,22 +61,20 @@ Both editor and project defined templates are organized in the following way:
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where:
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-* ``template_path`` is one of the 2 locations discussed in the previous two sections
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+* ``template_path`` is one of the 2 locations discussed in the previous two sections.
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* ``node_type`` is the node it will apply to (for example, :ref:`Node <class_Node>`, or :ref:`CharacterBody3D <class_CharacterBody3D>`),
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- casing doesn't matter for the folder name, however adding a ``_`` to a name will not work, for example ``Mesh_Instance3D`` does not work.
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- if a script isn't in the proper ``node_type`` folder it will not be detected.
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+ This is **case-sensitive**. If a script isn't in the proper ``node_type`` folder, it won't be detected.
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-* ``file`` is the custom name you can chose for the template (for example: ``platformer_movement`` or ``smooth_camera``)
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+* ``file`` is the custom name you can chose for the template (for example, ``platformer_movement`` or ``smooth_camera``).
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-* ``extension``: will indicate which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#)
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+* ``extension`` indicates which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#).
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For example:
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- ``template_scripts/Node/smooth_camera.gd``
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- ``template_scripts/CharacterBody3D/platformer_movement.gd``
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-
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Default behaviour and overriding it
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-----------------------------------
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