EditorScript in Godot – Complete Guide

Welcome to the world of Godot 4, where creativity meets functionality through the clever use of scripting. Extensions are the name of the game in today’s programming ecosystems, and Godot’s EditorScript class is no exception. Ever been curious about extending the Godot Editor to streamline your development workflow or integrate custom tools directly into the UI? Well, you’re in luck! In this article, we’re going to dive into the capabilities of the EditorScript class, showcasing how it can empower you to personalize and enhance your Godot 4 experience.

What is EditorScript?

At its core, the EditorScript class is a Godot feature that allows developers to add custom functionalities directly within the editor. This proves invaluable when looking to perform tasks or automate processes that aren’t covered by the standard editor features.

What is it for?

EditorScript essentially acts as a bridge between your ideas and Godot’s editor. If you’ve ever needed to batch-process assets, tweak node hierarchies, or simply just say “Hello” to your game engine in a more personal way, EditorScript is your ticket to do just that—with the press of a shortcut, no less!

Why should I learn it?

For all the budding game developers out there, understanding how to utilize EditorScript is like unlocking a new level of efficiency. It gives you the ability to create tools tailor-made for your project and workflow. Whether you are just starting out or are a seasoned coder, mastering EditorScript can significantly cut down development time and make your journey smoother and more enjoyable. Let’s get ready to script our way to a more powerful Godot editor!

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Getting Started with EditorScript

To begin with EditorScript, you need to create a new script that inherits from EditorScript. This is your cornerstone for building anything within the Godot Editor.

extends EditorScript

func _run():
    print("Hello from the Godot Editor!")

In the above example, we define a basic EditorScript that prints a message to the output console when run. Now let’s execute this script by clicking on ‘Script’ and then ‘Run’ in the editor, or by pressing Shift+Ctrl+X.

Manipulating Nodes with EditorScript

One common task you might want to automate is manipulating nodes in your scene. Let’s add a Sprite node to the current scene as an example:

extends EditorScript

func _run():
    var sprite_node = Sprite.new()
    sprite_node.texture = preload("res://path_to_your_texture.png")
    get_editor_interface().get_edited_scene_root().add_child(sprite_node)
    sprite_node.set_owner(get_editor_interface().get_edited_scene_root())

This script creates a new Sprite node, assigns it a texture, and adds it to the root of the currently edited scene. By setting the owner of the sprite node, we ensure it gets saved with the scene.

Automating Asset Processing

EditorScript is also perfect for bulk editing or importing assets. You could, for instance, modify import settings for all textures in a certain directory:

extends EditorScript

func _run():
    var files = Directory.new()
    files.open("res://assets/textures")
    files.list_dir_begin()
    var file_name = files.get_next()
    while (file_name != ""):
        if file_name.ends_with(".png"):  # Check for .png to avoid processing non-textures
            var texture = preload("res://assets/textures/" + file_name)
            texture.flags = Image.FLAG_REPEAT + Image.FLAG_FILTER  # Example flags
        file_name = files.get_next()
    files.list_dir_end()

With the above script, we’re iterating through all the files in a specific directory. If the file is a PNG texture, we apply some flags to it, like repeat and filter, which could be part of our project’s style guidelines.

Batch Renaming Nodes

Lastly, a little organization can go a long way, especially when dealing with many nodes. This EditorScript example will rename all nodes of a specific type:

extends EditorScript

func _run():
    var scene_root = get_editor_interface().get_edited_scene_root()
    var count = 0
    for node in scene_root.get_children():
        if node is MeshInstance:  # Replace with the type of node you want to rename
            node.set_name("MeshInstance_" + str(count))
            count += 1

We start by getting the root of the current scene and then loop through each child, renaming only those that are instances of MeshInstance. Your entire MeshInstance nodes are now sequentially named, making them easier to identify and manage!

Stay tuned, as in the next part we’ll continue building on these basics to show you more complex and powerful ways to extend Godot’s Editor to fit your game development needs using EditorScript.

Delving deeper into Godot 4’s EditorScript allows us to introduce more sophisticated functionality into our editor. Let’s look at extending Godot’s editor UI, customizing tool scripts, handling asset post-import processes, and other advanced automations. Prepare to unlock the full potential of EditorScript with these next examples.

Creating Dock Panels

Custom dock panels can greatly enhance your workflow. Here’s how you could create a custom panel that adds a convenient sidebar to the editor:

extends EditorScript

func _run():
    var custom_dock = preload("res://addons/your_custom_dock.tscn").instance()
    add_control_to_dock(EditorInterface.DOCK_SLOT_RIGHT_BL, custom_dock)
    custom_dock.name = "My Custom Dock"

This script instantiates your pre-designed dock panel scene and adds it to the bottom-right dock slot in the editor. It’s a powerful way to integrate personalized UI elements directly into the Godot Editor!

Customizing Tool Scripts

Tool scripts in Godot run in the editor and can be used to create custom gizmos, editor tools, and more. Here’s an example of a basic tool script for a custom gizmo:

tool
extends Node

func _draw():
    draw_circle(Vector2.ZERO, 10, Color.red)

func _process(delta):
    update()  # Forces redraw to keep the gizmo visible

This simple ‘tool’ script, attached to a node, will draw a red circle at the position of the node, giving you a visual gizmo in the editor.

Handling Asset Post-Import

Godot offers hooks for handling post-import actions. Say you want to automatically set up an imported 3D model:

extends EditorScenePostImport

func post_import(_scene):
    var imported_scene = _scene
    # Set up your import rules or additional scripts here
    return imported_scene

By extending ‘EditorScenePostImport’, you can manipulate an imported scene directly after its import process and before it’s saved on disk.

Batch Updating Scenes

If you need to apply changes across multiple scenes, here’s how you might approach it:

extends EditorScript

func _run():
    var scenes_to_update = "res://scenes_to_update/"
    var dir = Directory.new()
    if dir.open(scenes_to_update) == OK:
        dir.list_dir_begin()
        var filename = dir.get_next()
        while (filename != ""):
            if filename.ends_with(".tscn"):
                var scene = load(scenes_to_update + filename)
                update_scene(scene)
            filename = dir.get_next()
        dir.list_dir_end()

func update_scene(scene):
    # Your logic here to update the scene
    # Example: add a copyright notice to each scene
    var copyright_notice = Label.new()
    copyright_notice.text = "Copyright © 2023"
    scene.add_child(copyright_notice)

This script opens a directory and loads each scene file, applying the ‘update_scene’ function to make necessary adjustments.

Automating Shader Material Creation

Creating materials with specific shaders can be a cumbersome repetition. The following script will help you automate the process:

extends EditorScript

func _run():
    var shader_code = """
        shader_type spatial;
        render_mode unshaded;
        
        void fragment() {
            ALBEDO = vec3(1.0, 0.0, 0.0); // Red color
        }
    """
    var new_shader = Shader.new()
    new_shader.code = shader_code
    var new_material = SpatialMaterial.new()
    new_material.shader = new_shader
    var material_path = "res://materials/red_shader_material.tres"
    ResourceSaver.save(material_path, new_material)

This script generates a new shader with the defined code, creates a material with the shader, and saves the material resource to your project.

As these examples illustrate, Godot’s EditorScript is a versatile and powerful tool that, once mastered, opens up endless possibilities for customization and automation, ultimately optimizing the game development process. Armed with this knowledge, you’re now equipped to take on even the most challenging tasks with confidence and efficiency. We are excited to see how you will use EditorScript to push the boundaries of what’s possible in Godot 4!

Building on our exploration of Godot’s EditorScript, let’s delve into even more practical applications that can magnify your capabilities within the editor. We’ll look at some more complex use-cases, such as creating custom commands, optimizing scene setup, managing groups, and more.

Creating custom commands is a breeze with EditorScript. Let’s say you frequently need to reset the positions of all nodes in a scene. You could script this action as follows:

extends EditorScript

func _run():
    var scene_root = get_editor_interface().get_edited_scene_root()
    for node in scene_root.get_children():
        if node is Node2D: # Replace with Node3D if working with 3D scenes
            node.position = Vector2.ZERO

This script will iterate over all Node2D children of the scene’s root node and reset their positions to the origin.

Setting up scenes, especially those with repetitive elements or complex hierarchies, can be automated to save time. For instance, creating a basic enemy setup could look something like this:

extends EditorScript

func _run():
    var enemy_scene = preload("res://prefabs/enemy.tscn")
    var enemy_parent = Node2D.new()
    enemy_parent.name = "Enemies"
    get_editor_interface().get_edited_scene_root().add_child(enemy_parent)
    
    for i in range(5): # Spawn 5 enemies
        var enemy_instance = enemy_scene.instance()
        enemy_instance.position = Vector2(i * 100, 0) # Adjust spacing as needed
        enemy_parent.add_child(enemy_instance)

This script creates a parent node called “Enemies” and populates it with five instances of an enemy prefab, each spaced 100 pixels apart.

Managing groups within your scenes can also be streamlined. Perhaps you want to ensure all enemies are in the same collision group:

extends EditorScript

func _run():
    var scene_root = get_editor_interface().get_edited_scene_root()
    recursively_add_to_group(scene_root, "Enemies", "enemy")

func recursively_add_to_group(node, group_name, type_to_include):
    if node is type_to_include:
        node.add_to_group(group_name)
    for child in node.get_children():
        recursively_add_to_group(child, group_name, type_to_include)

In the above, all instances of the type ‘enemy’ are added to the ‘Enemies’ group, including those nested within other nodes.

Furthermore, configuring specific node properties en masse is a common use-case. For example, maybe you want to ensure all Area2D nodes have a certain collision layer set:

extends EditorScript

func _run():
    var scene_root = get_editor_interface().get_edited_scene_root()
    for node in scene_root.get_children():
        if node is Area2D:
            node.collision_layer = 1

This will loop through all Area2D nodes and set their collision layer to the first layer.

You can also leverage EditorScript to assist in debugging scenes. Here’s how you might visualize the collision shapes for all Area2D nodes in the current scene:

extends EditorScript

func _run():
    var scene_root = get_editor_interface().get_edited_scene_root()
    for node in scene_root.get_children():
        if node is Area2D:
            for child in node.get_children():
                if child is CollisionShape2D:
                    child.visible = true

This script will iterate over all Area2D nodes and make their CollisionShape2D children visible, aiding in debugging collision issues.

Lastly, let’s look at how we can execute custom operations based on node metadata. Perhaps you’ve set custom metadata in your nodes to indicate special processing post-import:

extends EditorScript

func _run():
    var scene_root = get_editor_interface().get_edited_scene_root()
    check_metadata_and_process(scene_root)

func check_metadata_and_process(node):
    if node.metadata.has("special_process"):
        # Define your special processing logic
        do_special_process(node)
        
    for child in node.get_children():
        check_metadata_and_process(child)

func do_special_process(node):
    # Replace this with whatever specialized logic you require
    print("Processing special node: " + node.name)

With this script, nodes with the ‘special_process’ metadata can trigger any specific logic you need to apply, exemplifying how metadata can be a powerful tool in your development workflow.

Utilizing Godot’s EditorScript class not only offers a personalized development experience, but it equips you with the efficiency and precision necessary for intricate and scalable project management. Remember, these scripts are just a jumping-off point; with the foundation laid here, you can construct an array of editor tools limited only by your imagination!

Continuing Your Godot Journey

Congratulations on diving into the possibilities of EditorScript in Godot 4! As you’ve seen, the power to customize and automate within the Godot Editor opens up a realm of efficiency and creativity—essential tools for any aspiring game developer. But the journey doesn’t end here. There is so much more to explore and master in the world of game development!

We encourage you to keep learning and building your skills, and our Godot Game Development Mini-Degree is the perfect next step. This comprehensive collection of courses will take you deeper into the essentials of game creation using Godot 4, guiding you through the development of various game genres while covering 2D, 3D, GDScript, and beyond. It’s designed for all skill levels, so whether you’re starting out or looking to refine your existing knowledge, our Mini-Degree can invaluably impact your educational journey.

For those of you looking to further broaden your horizons, check out our collection of Godot courses. Each course is crafted to equip you with in-demand skills and techniques tailored to the game industry’s needs. With Zenva, your path from beginner to professional is well supported, ensuring you can learn and excel at your own pace. Continue crafting, learning, and growing—your game development adventure is just getting started!

Conclusion

Embarking on the journey of mastering Godot with EditorScript is an adventure that sharpens both your coding skills and your creative instincts. We’ve only scratched the surface here—there’s an entire universe within Godot 4 waiting for you to discover and make your own. Remember, each line of code you write and each editor tweak you make is a step towards becoming the game developer you aspire to be. And as you advance, keep in mind that our Godot Game Development Mini-Degree is here to accompany you on this inspiring path, providing structured and in-depth tutorials for all aspects of Godot 4.

So continue to explore, create, and innovate. With the powers of EditorScript now in your development toolkit, and the wealth of knowledge available through Zenva’s courses, you’re well on your way to turning your game ideas into realities. Dive deep, keep learning, and let’s see what amazing worlds you’ll build next in Godot 4!

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