running_code_in_the_editor.rst 14 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. .. note::
  78. Modifications in the editor are permanent. For example, in the following
  79. case, when we remove the script, the node will keep its rotation. Be careful
  80. to avoid making unwanted modifications.
  81. .. note::
  82. Extending a ``@tool`` script does not automatically make the extending script
  83. a ``@tool``. Omitting ``@tool`` from the extending script will disable tool
  84. behavior from the super class. Therefore the extending script should also
  85. specify the ``@tool`` annotation.
  86. Try ``@tool`` out
  87. -----------------
  88. Add a ``Sprite2D`` node to your scene and set the texture to Godot icon. Attach
  89. and open a script, and change it to this:
  90. .. tabs::
  91. .. code-tab:: gdscript GDScript
  92. @tool
  93. extends Sprite2D
  94. func _process(delta):
  95. rotation += PI * delta
  96. .. code-tab:: csharp
  97. using Godot;
  98. [Tool]
  99. public partial class MySprite : Sprite2D
  100. {
  101. public override void _Process(double delta)
  102. {
  103. Rotation += Mathf.Pi * (float)delta;
  104. }
  105. }
  106. Save the script and return to the editor. You should now see your object rotate.
  107. If you run the game, it will also rotate.
  108. .. image:: img/rotating_in_editor.gif
  109. .. note::
  110. If you don't see the changes, reload the scene (close it and open it again).
  111. Now let's choose which code runs when. Modify your ``_process()`` function to
  112. look like this:
  113. .. tabs::
  114. .. code-tab:: gdscript GDScript
  115. func _process(delta):
  116. if Engine.is_editor_hint():
  117. rotation += PI * delta
  118. else:
  119. rotation -= PI * delta
  120. .. code-tab:: csharp
  121. public override void _Process(double delta)
  122. {
  123. if (Engine.IsEditorHint())
  124. {
  125. Rotation += Mathf.Pi * (float)delta;
  126. }
  127. else
  128. {
  129. Rotation -= Mathf.Pi * (float)delta;
  130. }
  131. }
  132. Save the script. Now the object will spin clockwise in the editor, but if you
  133. run the game, it will spin counter-clockwise.
  134. Editing variables
  135. -----------------
  136. Add and export a variable speed to the script. To update the speed and also reset the rotation
  137. angle add a setter ``set(new_speed)`` which is executed with the input from the inspector. Modify
  138. ``_process()`` to include the rotation speed.
  139. .. tabs::
  140. .. code-tab:: gdscript GDScript
  141. @tool
  142. extends Sprite2D
  143. @export var speed = 1:
  144. # Update speed and reset the rotation.
  145. set(new_speed):
  146. speed = new_speed
  147. rotation = 0
  148. func _process(delta):
  149. rotation += PI * delta * speed
  150. .. code-tab:: csharp
  151. using Godot;
  152. [Tool]
  153. public partial class MySprite : Sprite2D
  154. {
  155. private float _speed = 1;
  156. [Export]
  157. public float Speed
  158. {
  159. get => _speed;
  160. set
  161. {
  162. // Update speed and reset the rotation.
  163. _speed = value;
  164. Rotation = 0;
  165. }
  166. }
  167. public override void _Process(double delta)
  168. {
  169. Rotation += Mathf.Pi * (float)delta * speed;
  170. }
  171. }
  172. .. note::
  173. Code from other nodes doesn't run in the editor. Your access to other nodes
  174. is limited. You can access the tree and nodes, and their default properties,
  175. but you can't access user variables. If you want to do so, other nodes have
  176. to run in the editor too. Autoload nodes cannot be accessed in the editor at
  177. all.
  178. Reporting node configuration warnings
  179. -------------------------------------
  180. Godot uses a *node configuration warning* system to warn users about incorrectly
  181. configured nodes. When a node isn't configured correctly, a yellow warning sign
  182. appears next to the node's name in the Scene dock. When you hover or click on
  183. the icon, a warning message pops up. You can use this feature in your scripts to
  184. help you and your team avoid mistakes when setting up scenes.
  185. When using node configuration warnings, when any value that should affect or
  186. remove the warning changes, you need to call
  187. :ref:`update_configuration_warnings<class_Node_method_update_configuration_warnings>` .
  188. By default, the warning only updates when closing and reopening the scene.
  189. .. tabs::
  190. .. code-tab:: gdscript GDScript
  191. # Use setters to update the configuration warning automatically.
  192. @export var title = "":
  193. set(p_title):
  194. if p_title != title:
  195. title = p_title
  196. update_configuration_warnings()
  197. @export var description = "":
  198. set(p_description):
  199. if p_description != description:
  200. description = p_description
  201. update_configuration_warnings()
  202. func _get_configuration_warnings():
  203. var warnings = []
  204. if title == "":
  205. warnings.append("Please set `title` to a non-empty value.")
  206. if description.length() >= 100:
  207. warnings.append("`description` should be less than 100 characters long.")
  208. # Returning an empty array means "no warning".
  209. return warnings
  210. Running one-off scripts using EditorScript
  211. ------------------------------------------
  212. Sometimes, you need to run code just one time to automate a certain task that is
  213. not available in the editor out of the box. Some examples might be:
  214. - Use as a playground for GDScript or C# scripting without having to run a project.
  215. ``print()`` output is displayed in the editor Output panel.
  216. - Scale all light nodes in the currently edited scene, as you noticed your level
  217. ends up looking too dark or too bright after placing lights where desired.
  218. - Replace nodes that were copy-pasted with scene instances to make them easier
  219. to modify later.
  220. This is available in Godot by extending :ref:`class_EditorScript` in a script.
  221. This provides a way to run individual scripts in the editor without having to
  222. create an editor plugin.
  223. To create an EditorScript, right-click a folder or empty space in the FileSystem
  224. dock then choose **New > Script...**. In the script creation dialog, click the
  225. tree icon to choose an object to extend from (or enter ``EditorScript`` directly
  226. in the field on the left, though note this is case-sensitive):
  227. .. figure:: img/running_code_in_the_editor_creating_editor_script.webp
  228. :align: center
  229. :alt: Creating an editor script in the script editor creation dialog
  230. Creating an editor script in the script editor creation dialog
  231. This will automatically select a script template that is suited for
  232. EditorScripts, with a ``_run()`` method already inserted:
  233. ::
  234. @tool
  235. extends EditorScript
  236. # Called when the script is executed (using File -> Run in Script Editor).
  237. func _run():
  238. pass
  239. This ``_run()`` method is executed when you use **File > Run** or the keyboard
  240. shortcut :kbd:`Ctrl + Shift + X` while the EditorScript is the currently open
  241. script in the script editor. This keyboard shortcut is only effective when
  242. currently focused on the script editor.
  243. Scripts that extend EditorScript must be ``@tool`` scripts to function.
  244. .. warning::
  245. EditorScripts have no undo/redo functionality, so **make sure to save your
  246. scene before running one** if the script is designed to modify any data.
  247. To access nodes in the currently edited scene, use the
  248. :ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>` method which
  249. returns the root Node of the currently edited scene. Here's an example that
  250. recursively gets all nodes in the currently edited scene and doubles the range
  251. of all OmniLight3D nodes:
  252. ::
  253. @tool
  254. extends EditorScript
  255. func _run():
  256. for node in get_all_children(get_scene()):
  257. if node is OmniLight3D:
  258. # Don't operate on instanced subscene children, as changes are lost
  259. # when reloading the scene.
  260. # See the "Instancing scenes" section below for a description of `owner`.
  261. var is_instanced_subscene_child = node != get_scene() and node.owner != get_scene()
  262. if not is_instanced_subscene_child:
  263. node.omni_range *= 2.0
  264. # This function is recursive: it calls itself to get lower levels of child nodes as needed.
  265. # `children_acc` is the accumulator parameter that allows this function to work.
  266. # It should be left to its default value when you call this function directly.
  267. func get_all_children(in_node, children_acc = []):
  268. children_acc.push_back(in_node)
  269. for child in in_node.get_children():
  270. children_acc = get_all_children(child, children_acc)
  271. return children_acc
  272. .. tip::
  273. You can change the currently edited scene at the top of the editor even
  274. while the Script view is open. This will affect the return value of
  275. :ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>`, so make
  276. sure you've selected the scene you intend to iterate upon before running
  277. the script.
  278. Instancing scenes
  279. -----------------
  280. You can instantiate packed scenes normally and add them to the scene currently
  281. opened in the editor. By default, nodes or scenes added with
  282. :ref:`Node.add_child(node) <class_Node_method_add_child>` are **not** visible
  283. in the Scene tree dock and are **not** persisted to disk. If you wish the node
  284. or scene to be visible in the scene tree dock and persisted to disk when saving
  285. the scene, you need to set the child node's :ref:`owner <class_Node_property_owner>`
  286. property to the currently edited scene root.
  287. If you are using ``@tool``:
  288. .. tabs::
  289. .. code-tab:: gdscript GDScript
  290. func _ready():
  291. var node = Node3D.new()
  292. add_child(node) # Parent could be any node in the scene
  293. # The line below is required to make the node visible in the Scene tree dock
  294. # and persist changes made by the tool script to the saved scene file.
  295. node.owner = get_tree().edited_scene_root
  296. .. code-tab:: csharp
  297. public override void _Ready()
  298. {
  299. var node = new Node3D();
  300. AddChild(node); // Parent could be any node in the scene
  301. // The line below is required to make the node visible in the Scene tree dock
  302. // and persist changes made by the tool script to the saved scene file.
  303. node.Owner = GetTree().EditedSceneRoot;
  304. }
  305. If you are using :ref:`EditorScript<class_EditorScript>`:
  306. .. tabs::
  307. .. code-tab:: gdscript GDScript
  308. func _run():
  309. # `parent` could be any node in the scene.
  310. var parent = get_scene().get_node("Parent")
  311. var node = Node3D.new()
  312. parent.add_child(node)
  313. # The line below is required to make the node visible in the Scene tree dock
  314. # and persist changes made by the tool script to the saved scene file.
  315. node.owner = get_scene()
  316. .. code-tab:: csharp
  317. public override void _Run()
  318. {
  319. // `parent` could be any node in the scene.
  320. var parent = GetScene().GetNode("Parent");
  321. var node = new Node3D();
  322. parent.AddChild(node);
  323. // The line below is required to make the node visible in the Scene tree dock
  324. // and persist changes made by the tool script to the saved scene file.
  325. node.Owner = GetScene();
  326. }
  327. .. warning::
  328. Using ``@tool`` improperly can yield many errors. It is advised to first
  329. write the code how you want it, and only then add the ``@tool`` annotation to
  330. the top. Also, make sure to separate code that runs in-editor from code that
  331. runs in-game. This way, you can find bugs more easily.