.. _doc_editor_icons: Editor icons ============ When a new class is created and exposed to scripting, the editor's interface will display it with a default icon representing the base class it inherits from. In most cases, it's still recommended to create icons for new classes to improve the user experience. Creating icons ~~~~~~~~~~~~~~ To create new icons, you first need a vector graphics editor installed. For instance, you can use the open source `Inkscape `_ editor. Clone the ``godot`` repository containing all the editor icons: .. code-block:: bash git clone https://github.com/godotengine/godot.git The icons must be created in a vector graphics editor in SVG format. There are two main requirements to follow: - Icons must be 16×16. In Inkscape, you can configure the document size in **File > Document Properties**. - Lines should be snapped to pixels whenever possible to remain crisp at lower DPI. You can create a 16×16 grid in Inkscape to make this easier. Once you're satisfied with the icon's design, save the icon in the cloned repository's ``editor/icons`` folder. The icon name should match the intended name in a case-sensitive manner. For example, to create an icon for CPUParticles2D, name the file ``CPUParticles2D.svg``. Color conversion for light editor themes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If the user has configured their editor to use a light theme, Godot will convert the icon's colors based on a `set of predefined color mappings `__. This is to ensure the icon always displays with a sufficient contrast rate. Try to restrict your icon's color palette to colors found in the list above. Otherwise, your icon may become difficult to read on a light background. Icon optimization ~~~~~~~~~~~~~~~~~ Because the editor renders SVGs once at load time, they need to be small in size so they can be efficiently parsed. When the :ref:`pre-commit hook ` runs, it automatically optimizes the SVG using `svgo `_. .. note:: While this optimization step won't impact the icon's quality noticeably, it will still remove editor-only information such as guides. Therefore, it's recommended to keep the source SVG around if you need to make further changes. Integrating and sharing the icons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you're contributing to the engine itself, you should make a pull request to add optimized icons to ``editor/icons`` in the main repository. Recompile the engine to make it pick up new icons for classes. It's also possible to create custom icons within a module. If you're creating your own module and don't plan to integrate it with Godot, you don't need to make a separate pull request for your icons to be available within the editor as they can be self-contained. For specific instructions on how to create module icons, refer to :ref:`Creating custom module icons`. Troubleshooting ~~~~~~~~~~~~~~~ If icons don't appear in the editor, make sure that: 1. Each icon's filename matches the naming requirement as described previously. 2. ``modules/svg`` is enabled (it should be enabled by default). Without it, icons won't appear in the editor at all. References ~~~~~~~~~~ - `editor/icons `__