.. _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.
.. note::
To enable color conversion for light editor themes:
1. :ui:`Import > Import As > Texture2D`
2. Set ``editor/convert_colors_with_editor_theme`` to ``true``
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 `__