running_code_in_the_editor.rst 20 KB

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  1. .. _doc_running_code_in_the_editor:
  2. Running code in the editor
  3. ==========================
  4. What is ``@tool``?
  5. ------------------
  6. ``@tool`` is a powerful line of code that, when added at the top of your script,
  7. makes it execute in the editor. You can also decide which parts of the script
  8. execute in the editor, which in game, and which in both.
  9. You can use it for doing many things, but it is mostly useful in level design
  10. for visually presenting things that are hard to predict ourselves. Here are some
  11. use cases:
  12. - If you have a cannon that shoots cannonballs affected by physics (gravity),
  13. you can draw the cannonball's trajectory in the editor, making level design a
  14. lot easier.
  15. - If you have jumppads with varying jump heights, you can draw the maximum jump
  16. height a player would reach if it jumped on one, also making level design
  17. easier.
  18. - If your player doesn't use a sprite, but draws itself using code, you can make
  19. that drawing code execute in the editor to see your player.
  20. .. danger::
  21. ``@tool`` scripts run inside the editor, and let you access the scene tree
  22. of the currently edited scene. This is a powerful feature which also comes
  23. with caveats, as the editor does not include protections for potential
  24. misuse of ``@tool`` scripts.
  25. Be **extremely** cautious when manipulating the scene tree, especially via
  26. :ref:`Node.queue_free<class_Node_method_queue_free>`, as it can cause
  27. crashes if you free a node while the editor runs logic involving it.
  28. How to use ``@tool``
  29. --------------------
  30. To turn a script into a tool, add the ``@tool`` annotation at the top of your code.
  31. To check if you are currently in the editor, use: ``Engine.is_editor_hint()``.
  32. For example, if you want to execute some code only in the editor, use:
  33. .. tabs::
  34. .. code-tab:: gdscript GDScript
  35. if Engine.is_editor_hint():
  36. # Code to execute when in editor.
  37. .. code-tab:: csharp
  38. if (Engine.IsEditorHint())
  39. {
  40. // Code to execute when in editor.
  41. }
  42. On the other hand, if you want to execute code only in game, simply negate the
  43. same statement:
  44. .. tabs::
  45. .. code-tab:: gdscript GDScript
  46. if not Engine.is_editor_hint():
  47. # Code to execute when in game.
  48. .. code-tab:: csharp
  49. if (!Engine.IsEditorHint())
  50. {
  51. // Code to execute when in game.
  52. }
  53. Pieces of code that do not have either of the 2 conditions above will run both
  54. in-editor and in-game.
  55. Here is how a ``_process()`` function might look for you:
  56. .. tabs::
  57. .. code-tab:: gdscript GDScript
  58. func _process(delta):
  59. if Engine.is_editor_hint():
  60. # Code to execute in editor.
  61. if not Engine.is_editor_hint():
  62. # Code to execute in game.
  63. # Code to execute both in editor and in game.
  64. .. code-tab:: csharp
  65. public override void _Process(double delta)
  66. {
  67. if (Engine.IsEditorHint())
  68. {
  69. // Code to execute in editor.
  70. }
  71. if (!Engine.IsEditorHint())
  72. {
  73. // Code to execute in game.
  74. }
  75. // Code to execute both in editor and in game.
  76. }
  77. .. _doc_running_code_in_the_editor_important_information:
  78. Important information
  79. ---------------------
  80. The general rule is that **any other GDScript that your tool script uses must
  81. *also* be a tool**. The editor is not able to construct instances from GDScript
  82. files without ``@tool``, which means you cannot call methods or reference member
  83. variables from them otherwise. However, since static methods, constants and
  84. enums can be used without creating an instance, it is possible to call them or
  85. reference them from a ``@tool`` script onto other non-tool scripts. One exception to
  86. this are :ref:`static variables <doc_gdscript_basics_static_variables>`.
  87. If you try to read a static variable's value in a script that does not have
  88. ``@tool``, it will always return ``null`` but won't print a warning or error
  89. when doing so. This restriction does not apply to static methods, which can be
  90. called regardless of whether the target script is in tool mode.
  91. Extending a ``@tool`` script does not automatically make the extending script
  92. a ``@tool``. Omitting ``@tool`` from the extending script will disable tool
  93. behavior from the super class. Therefore, the extending script should also
  94. specify the ``@tool`` annotation.
  95. Modifications in the editor are permanent, with no undo/redo possible. For
  96. example, in the next section when we remove the script, the node will keep its
  97. rotation. Be careful to avoid making unwanted modifications. Consider setting up
  98. :ref:`version control <doc_version_control_systems>` to avoid losing work in
  99. case you make a mistake.
  100. Try ``@tool`` out
  101. -----------------
  102. Add a ``Sprite2D`` node to your scene and set the texture to Godot icon. Attach
  103. and open a script, and change it to this:
  104. .. tabs::
  105. .. code-tab:: gdscript GDScript
  106. @tool
  107. extends Sprite2D
  108. func _process(delta):
  109. rotation += PI * delta
  110. .. code-tab:: csharp
  111. using Godot;
  112. [Tool]
  113. public partial class MySprite : Sprite2D
  114. {
  115. public override void _Process(double delta)
  116. {
  117. Rotation += Mathf.Pi * (float)delta;
  118. }
  119. }
  120. Save the script and return to the editor. You should now see your object rotate.
  121. If you run the game, it will also rotate.
  122. .. warning::
  123. You may need to restart the editor. This is a known bug found in all Godot 4 versions:
  124. `GH-66381 <https://github.com/godotengine/godot/issues/66381>`_.
  125. .. image:: img/rotating_in_editor.gif
  126. .. note::
  127. If you don't see the changes, reload the scene (close it and open it again).
  128. Now let's choose which code runs when. Modify your ``_process()`` function to
  129. look like this:
  130. .. tabs::
  131. .. code-tab:: gdscript GDScript
  132. func _process(delta):
  133. if Engine.is_editor_hint():
  134. rotation += PI * delta
  135. else:
  136. rotation -= PI * delta
  137. .. code-tab:: csharp
  138. public override void _Process(double delta)
  139. {
  140. if (Engine.IsEditorHint())
  141. {
  142. Rotation += Mathf.Pi * (float)delta;
  143. }
  144. else
  145. {
  146. Rotation -= Mathf.Pi * (float)delta;
  147. }
  148. }
  149. Save the script. Now the object will spin clockwise in the editor, but if you
  150. run the game, it will spin counter-clockwise.
  151. Editing variables
  152. -----------------
  153. Add and export a variable speed to the script. To update the speed and also reset the rotation
  154. angle add a setter ``set(new_speed)`` which is executed with the input from the inspector. Modify
  155. ``_process()`` to include the rotation speed.
  156. .. tabs::
  157. .. code-tab:: gdscript GDScript
  158. @tool
  159. extends Sprite2D
  160. @export var speed = 1:
  161. # Update speed and reset the rotation.
  162. set(new_speed):
  163. speed = new_speed
  164. rotation = 0
  165. func _process(delta):
  166. rotation += PI * delta * speed
  167. .. code-tab:: csharp
  168. using Godot;
  169. [Tool]
  170. public partial class MySprite : Sprite2D
  171. {
  172. private float _speed = 1;
  173. [Export]
  174. public float Speed
  175. {
  176. get => _speed;
  177. set
  178. {
  179. // Update speed and reset the rotation.
  180. _speed = value;
  181. Rotation = 0;
  182. }
  183. }
  184. public override void _Process(double delta)
  185. {
  186. Rotation += Mathf.Pi * (float)delta * speed;
  187. }
  188. }
  189. .. note::
  190. Code from other nodes doesn't run in the editor. Your access to other nodes
  191. is limited. You can access the tree and nodes, and their default properties,
  192. but you can't access user variables. If you want to do so, other nodes have
  193. to run in the editor too. Autoload nodes cannot be accessed in the editor at
  194. all.
  195. Getting notified when resources change
  196. --------------------------------------
  197. Sometimes you want your tool to use a resource. However, when you change a
  198. property of that resource in the editor, the ``set()`` method of your tool will
  199. not be called.
  200. .. tabs::
  201. .. code-tab:: gdscript GDScript
  202. @tool
  203. class_name MyTool
  204. extends Node
  205. @export var resource: MyResource:
  206. set(new_resource):
  207. resource = new_resource
  208. _on_resource_set()
  209. # This will only be called when you create, delete, or paste a resource.
  210. # You will not get an update when tweaking properties of it.
  211. func _on_resource_set():
  212. print("My resource was set!")
  213. .. code-tab:: csharp
  214. using Godot;
  215. [Tool]
  216. public partial class MyTool : Node
  217. {
  218. private MyResource _resource;
  219. [Export]
  220. public MyResource Resource
  221. {
  222. get => _resource;
  223. set
  224. {
  225. _resource = value;
  226. OnResourceSet();
  227. }
  228. }
  229. }
  230. // This will only be called when you create, delete, or paste a resource.
  231. // You will not get an update when tweaking properties of it.
  232. private void OnResourceSet()
  233. {
  234. GD.Print("My resource was set!");
  235. }
  236. To get around this problem you first have to make your resource a tool and make it
  237. emit the ``changed`` signal whenever a property is set:
  238. .. tabs::
  239. .. code-tab:: gdscript GDScript
  240. # Make Your Resource a tool.
  241. @tool
  242. class_name MyResource
  243. extends Resource
  244. @export var property = 1:
  245. set(new_setting):
  246. property = new_setting
  247. # Emit a signal when the property is changed.
  248. changed.emit()
  249. .. code-tab:: csharp
  250. using Godot;
  251. [Tool]
  252. public partial class MyResource : Resource
  253. {
  254. private float _property = 1;
  255. [Export]
  256. public float Property
  257. {
  258. get => _property;
  259. set
  260. {
  261. _property = value;
  262. // Emit a signal when the property is changed.
  263. EmitChanged();
  264. }
  265. }
  266. }
  267. You then want to connect the signal when a new resource is set:
  268. .. tabs::
  269. .. code-tab:: gdscript GDScript
  270. @tool
  271. class_name MyTool
  272. extends Node
  273. @export var resource: MyResource:
  274. set(new_resource):
  275. resource = new_resource
  276. # Connect the changed signal as soon as a new resource is being added.
  277. resource.changed.connect(_on_resource_changed)
  278. func _on_resource_changed():
  279. print("My resource just changed!")
  280. .. code-tab:: csharp
  281. using Godot;
  282. [Tool]
  283. public partial class MyTool : Node
  284. {
  285. private MyResource _resource;
  286. [Export]
  287. public MyResource Resource
  288. {
  289. get => _resource;
  290. set
  291. {
  292. _resource = value;
  293. // Connect the changed signal as soon as a new resource is being added.
  294. _resource.Changed += OnResourceChanged;
  295. }
  296. }
  297. }
  298. private void OnResourceChanged()
  299. {
  300. GD.Print("My resource just changed!");
  301. }
  302. Lastly, remember to disconnect the signal as the old resource being used and changed somewhere else
  303. would cause unneeded updates.
  304. .. tabs::
  305. .. code-tab:: gdscript GDScript
  306. @export var resource: MyResource:
  307. set(new_resource):
  308. # Disconnect the signal if the previous resource was not null.
  309. if resource != null:
  310. resource.changed.disconnect(_on_resource_changed)
  311. resource = new_resource
  312. resource.changed.connect(_on_resource_changed)
  313. .. code-tab:: csharp
  314. [Export]
  315. public MyResource Resource
  316. {
  317. get => _resource;
  318. set
  319. {
  320. // Disconnect the signal if the previous resource was not null.
  321. if (_resource != null)
  322. {
  323. _resource.Changed -= OnResourceChanged;
  324. }
  325. _resource = value;
  326. _resource.Changed += OnResourceChanged;
  327. }
  328. }
  329. Reporting node configuration warnings
  330. -------------------------------------
  331. Godot uses a *node configuration warning* system to warn users about incorrectly
  332. configured nodes. When a node isn't configured correctly, a yellow warning sign
  333. appears next to the node's name in the Scene dock. When you hover or click on
  334. the icon, a warning message pops up. You can use this feature in your scripts to
  335. help you and your team avoid mistakes when setting up scenes.
  336. When using node configuration warnings, when any value that should affect or
  337. remove the warning changes, you need to call
  338. :ref:`update_configuration_warnings<class_Node_method_update_configuration_warnings>` .
  339. By default, the warning only updates when closing and reopening the scene.
  340. .. tabs::
  341. .. code-tab:: gdscript GDScript
  342. # Use setters to update the configuration warning automatically.
  343. @export var title = "":
  344. set(p_title):
  345. if p_title != title:
  346. title = p_title
  347. update_configuration_warnings()
  348. @export var description = "":
  349. set(p_description):
  350. if p_description != description:
  351. description = p_description
  352. update_configuration_warnings()
  353. func _get_configuration_warnings():
  354. var warnings = []
  355. if title == "":
  356. warnings.append("Please set `title` to a non-empty value.")
  357. if description.length() >= 100:
  358. warnings.append("`description` should be less than 100 characters long.")
  359. # Returning an empty array means "no warning".
  360. return warnings
  361. .. _doc_running_code_in_the_editor_editorscript:
  362. Running one-off scripts using EditorScript
  363. ------------------------------------------
  364. Sometimes, you need to run code just one time to automate a certain task that is
  365. not available in the editor out of the box. Some examples might be:
  366. - Use as a playground for GDScript or C# scripting without having to run a project.
  367. ``print()`` output is displayed in the editor Output panel.
  368. - Scale all light nodes in the currently edited scene, as you noticed your level
  369. ends up looking too dark or too bright after placing lights where desired.
  370. - Replace nodes that were copy-pasted with scene instances to make them easier
  371. to modify later.
  372. This is available in Godot by extending :ref:`class_EditorScript` in a script.
  373. This provides a way to run individual scripts in the editor without having to
  374. create an editor plugin.
  375. To create an EditorScript, right-click a folder or empty space in the FileSystem
  376. dock then choose **New > Script...**. In the script creation dialog, click the
  377. tree icon to choose an object to extend from (or enter ``EditorScript`` directly
  378. in the field on the left, though note this is case-sensitive):
  379. .. figure:: img/running_code_in_the_editor_creating_editor_script.webp
  380. :align: center
  381. :alt: Creating an editor script in the script editor creation dialog
  382. Creating an editor script in the script editor creation dialog
  383. This will automatically select a script template that is suited for
  384. EditorScripts, with a ``_run()`` method already inserted:
  385. ::
  386. @tool
  387. extends EditorScript
  388. # Called when the script is executed (using File -> Run in Script Editor).
  389. func _run():
  390. pass
  391. This ``_run()`` method is executed when you use **File > Run** or the keyboard
  392. shortcut :kbd:`Ctrl + Shift + X` while the EditorScript is the currently open
  393. script in the script editor. This keyboard shortcut is only effective when
  394. currently focused on the script editor.
  395. Scripts that extend EditorScript must be ``@tool`` scripts to function.
  396. .. note::
  397. EditorScripts can only be run from the Godot script editor. If you are using
  398. an external editor, open the script inside the Godot script editor to run it.
  399. .. danger::
  400. EditorScripts have no undo/redo functionality, so **make sure to save your
  401. scene before running one** if the script is designed to modify any data.
  402. To access nodes in the currently edited scene, use the
  403. :ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>` method which
  404. returns the root Node of the currently edited scene. Here's an example that
  405. recursively gets all nodes in the currently edited scene and doubles the range
  406. of all OmniLight3D nodes:
  407. ::
  408. @tool
  409. extends EditorScript
  410. func _run():
  411. for node in get_all_children(get_scene()):
  412. if node is OmniLight3D:
  413. # Don't operate on instanced subscene children, as changes are lost
  414. # when reloading the scene.
  415. # See the "Instancing scenes" section below for a description of `owner`.
  416. var is_instanced_subscene_child = node != get_scene() and node.owner != get_scene()
  417. if not is_instanced_subscene_child:
  418. node.omni_range *= 2.0
  419. # This function is recursive: it calls itself to get lower levels of child nodes as needed.
  420. # `children_acc` is the accumulator parameter that allows this function to work.
  421. # It should be left to its default value when you call this function directly.
  422. func get_all_children(in_node, children_acc = []):
  423. children_acc.push_back(in_node)
  424. for child in in_node.get_children():
  425. children_acc = get_all_children(child, children_acc)
  426. return children_acc
  427. .. tip::
  428. You can change the currently edited scene at the top of the editor even
  429. while the Script view is open. This will affect the return value of
  430. :ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>`, so make
  431. sure you've selected the scene you intend to iterate upon before running
  432. the script.
  433. Instancing scenes
  434. -----------------
  435. You can instantiate packed scenes normally and add them to the scene currently
  436. opened in the editor. By default, nodes or scenes added with
  437. :ref:`Node.add_child(node) <class_Node_method_add_child>` are **not** visible
  438. in the Scene tree dock and are **not** persisted to disk. If you wish the node
  439. or scene to be visible in the scene tree dock and persisted to disk when saving
  440. the scene, you need to set the child node's :ref:`owner <class_Node_property_owner>`
  441. property to the currently edited scene root.
  442. If you are using ``@tool``:
  443. .. tabs::
  444. .. code-tab:: gdscript GDScript
  445. func _ready():
  446. var node = Node3D.new()
  447. add_child(node) # Parent could be any node in the scene
  448. # The line below is required to make the node visible in the Scene tree dock
  449. # and persist changes made by the tool script to the saved scene file.
  450. node.owner = get_tree().edited_scene_root
  451. .. code-tab:: csharp
  452. public override void _Ready()
  453. {
  454. var node = new Node3D();
  455. AddChild(node); // Parent could be any node in the scene
  456. // The line below is required to make the node visible in the Scene tree dock
  457. // and persist changes made by the tool script to the saved scene file.
  458. node.Owner = GetTree().EditedSceneRoot;
  459. }
  460. If you are using :ref:`EditorScript<class_EditorScript>`:
  461. .. tabs::
  462. .. code-tab:: gdscript GDScript
  463. func _run():
  464. # `parent` could be any node in the scene.
  465. var parent = get_scene().get_node("Parent")
  466. var node = Node3D.new()
  467. parent.add_child(node)
  468. # The line below is required to make the node visible in the Scene tree dock
  469. # and persist changes made by the tool script to the saved scene file.
  470. node.owner = get_scene()
  471. .. code-tab:: csharp
  472. public override void _Run()
  473. {
  474. // `parent` could be any node in the scene.
  475. var parent = GetScene().GetNode("Parent");
  476. var node = new Node3D();
  477. parent.AddChild(node);
  478. // The line below is required to make the node visible in the Scene tree dock
  479. // and persist changes made by the tool script to the saved scene file.
  480. node.Owner = GetScene();
  481. }
  482. .. warning::
  483. Using ``@tool`` improperly can yield many errors. It is advised to first
  484. write the code how you want it, and only then add the ``@tool`` annotation to
  485. the top. Also, make sure to separate code that runs in-editor from code that
  486. runs in-game. This way, you can find bugs more easily.