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Extendable Inspector for 3.5

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Extendable Inspector for 3.5 icon image
j9794
Extendable Inspector for 3.5

Add any control to the inspector for your specific nodes by defining one method in your node's script, without having to create a new plugin for each one.

Supported Engine Version
3.5
Version String
1.0.0
License Version
MIT
Support Level
community
Modified Date
1 year ago
Git URL
Issue URL

Extendable Inspector

Makes it easier to add custom inspector controls to nodes.

README Screenshot showing the example code in res://addons/extendable_inspector/example/ChangeRandomColor/ChangeRandomColor.gd README 3d scene of a cube with a button in the inspector that says 'Change Random Color' README 3d scene of same cube with a button in the inspector that says 'Change Random Color' but now the cube is of a different color

How to install

Download the project and copy the addon folder into your godot project.

Go to Project Settings > Plugins, and enable Extendable Inspector.

Quick Start / Tutorial

Let's add a button that prints the node name in godot's output:

  • Choose the node that should have this control, make sure its script has the @tool annotation at the beginning, this allows it to run code while in the editor. README image
  • Define a method called _extend_inspector_begin that receives a parameter, let's call that parameter inspector. If you want, you can type it as ExtendableInspector to get some autocomplete features: README image
  • Create a button that when pressed, it prints the node's name. Then, simply add it to the inspector with inspector.add_custom_control(a_control). You will have to unfocus the node and focus it again for the button to appear: README image

How to use

What this plugin does is allow extending the inspector by declaring some methods in the script for which you want to add custom extensions to the inspector.

The supported methods are analogous to methods that can be defined in an EditorInspectorPlugin to add new features to the inspector. https://docs.godotengine.org/en/3.5/classes/class_editorinspectorplugin.html

These methods are:

void _extend_inspector_begin(inspector: ExtendableInspector)

Allows adding controls at the beginning of the inspector.

void _extend_inspector_end(inspector: ExtendableInspector)

Allows adding controls at the end of the inspector.

bool _extend_inspector_category(inspector: ExtendableInspector, category: String)

Allows adding controls at the beginning of a category in the property list for object.

void _extend_inspector_property(inspector: ExtendableInspector, object: Object, type: int, name: String, hint_type: int, hint_string: String, usage_flags: int, wide: bool)

Allows adding property-specific editors to the property list for object. The added editor control must extend EditorProperty. Returning true removes the built-in editor for this property, otherwise allows to insert a custom editor before the built-in one.

Examples

Examples can be found in the example folder

Utils

This plugin has a core folder that adds the functionality to let you extend the inspector with any custom control you define from your own scripts. Apart from that, there's a utils folder that defines some already made controls that can be added to the inspector.

Add any control to the inspector for your specific nodes by defining one method in your node's script, without having to create a new plugin for each one.

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Quick Information

0 ratings
Extendable Inspector for 3.5 icon image
j9794
Extendable Inspector for 3.5

Add any control to the inspector for your specific nodes by defining one method in your node's script, without having to create a new plugin for each one.

Supported Engine Version
3.5
Version String
1.0.0
License Version
MIT
Support Level
community
Modified Date
1 year ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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