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author | addmix <addmixtaylor@gmail.com> | 2023-01-30 14:02:31 -0700 |
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committer | addmix <addmixtaylor@gmail.com> | 2023-01-30 14:02:31 -0700 |
commit | 3c1c965b85a32f896b0b5d96ee02edacb80a78b8 (patch) | |
tree | b342c5772b5a8e3b10c9c7d0a9b82270b135c352 /doc/classes | |
parent | e9de988020f3d46c3e7b4fd5a8a80724996035e0 (diff) |
Added documentation note for `add_custom_type()`
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/EditorPlugin.xml | 1 |
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. |