- Move all demo projects that don't require Forward+/Mobile-only features to the Compatibility rendering method. This improves performance significantly on low-end devices and ensures visuals are identical to a web export of the demo. - Set deadzone on all inputs to 0.2 for better gamepad usability. - Remove reliance on `default_env.tres` to use built-in Environment resources in the main scene instead (which follows the preview environment workflow). - Remove notices pointing to GDNative or VisualScript, since both were removed in 4.0. - Various bug fixes and usability tweaks to 10+ demos.
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Custom Node Plugin Demo
This plugin demo shows one way to create a custom node type in Godot. For more information, see this documentation article: https://docs.godotengine.org/en/latest/tutorials/plugins/editor/making_plugins.html#a-custom-node
A custom node type:
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Derives from an existing node type.
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Shows up in the type list when adding a new node.
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Has a script attached to add new behavior.
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May have a custom icon.
The way it works in this plugin is using the add_custom_type and remove_custom_type in the plugin script file.
Using this method you can specify any name, base type, script, and icon for your custom node.
There is also another way to add custom node types, which is using the class_name keyword in a script,
or using the [GlobalClass] attribute above a class declaration in C#.