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authoraddmix <addmixtaylor@gmail.com>2023-01-30 14:02:31 -0700
committeraddmix <addmixtaylor@gmail.com>2023-01-30 14:02:31 -0700
commit3c1c965b85a32f896b0b5d96ee02edacb80a78b8 (patch)
treeb342c5772b5a8e3b10c9c7d0a9b82270b135c352 /doc/classes
parente9de988020f3d46c3e7b4fd5a8a80724996035e0 (diff)
Added documentation note for `add_custom_type()`
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 326c4f6456..c097c8f685 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -409,6 +409,7 @@
<description>
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
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.
+ [b]Note:[/b] The base type is the base engine class which this type's class hierarchy inherits, not any custom type parent classes.
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.