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authorRémi Verschelde <rverschelde@gmail.com>2022-09-07 17:54:17 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-09-07 17:54:17 +0200
commit2b6e043491c746c069ceaa2f766a375ff0f30a64 (patch)
tree4cf4e5678f3b76d1bb9f3154701fad6d0d82c708 /doc/classes
parent0bd4a421bd6b0ac602b9033e31b8e781ed799715 (diff)
parenta3309215c200dff1cb8930cbdf83dbc0cff6d491 (diff)
Merge pull request #58617 from KoBeWi/custom_something
Improve handling of custom types
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/EditorPlugin.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 418b44e74b..3c0d3ec6be 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -406,6 +406,7 @@
When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method _handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
+ [b]Note:[/b] Custom types added this way are not true classes. They are just a helper to create a node with specific script.
</description>
</method>
<method name="add_debugger_plugin">