Base script that can be used to add extension functions to the editor.
Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead.
[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
[b]Example script:[/b]
[codeblocks]
[gdscript]
tool
extends EditorScript
func _run():
print("Hello from the Godot Editor!")
[/gdscript]
[csharp]
using Godot;
using System;
[Tool]
public class HelloEditor : EditorScript
{
public override void _Run()
{
GD.Print("Hello from the Godot Editor!");
}
}
[/csharp]
[/codeblocks]
[b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock.
This method is executed by the Editor when [b]File > Run[/b] is used.
Adds [param node] as a child of the root node in the editor context.
[b]Warning:[/b] The implementation of this method is currently disabled.
Returns the [EditorInterface] singleton instance.
Returns the Editor's currently active scene.