Class reference

EditorScript

Inherits RefCounted

Base script that can be used to add extension functions to the editor.

Description

Scripts extending this class and implementing its _run() method can be executed from the Script Editor's File > Run menu option (or by pressing Ctrl + Shift + X) while the editor is running. This is useful for adding custom in-editor functionality to Redot. For more complex additions, consider using EditorPlugins instead. If a script extending this class also has a global class name, it will be included in the editor's command palette. Note: Extending scripts need to have tool mode enabled. Example: Running the following script prints "Hello from the Redot Editor!":

		@tool
		extends EditorScript

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

		[Tool]
		public partial class HelloEditor : EditorScript
		{
			public override void _Run()
			{
				GD.Print("Hello from the Redot Editor!");
			}
		}
		

Note: EditorScript is RefCounted, meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.

Methods

void _run() virtual required

This method is executed by the Editor when File > Run is used.

void add_root_node(Node node)

Makes node root of the currently opened scene. Only works if the scene is empty. If the node is a scene instance, an inheriting scene will be created.

Source revision 4f5b14abade2
Connection interrupted. Reload×

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.