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- 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.
21 lines
921 B
Markdown
21 lines
921 B
Markdown
# Custom Node Plugin Demo
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This plugin demo shows one way to create a custom node type in Godot.
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For more information, see this documentation article: https://docs.godotengine.org/en/latest/tutorials/plugins/editor/making_plugins.html#a-custom-node
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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.
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The way it works in this plugin is using the `add_custom_type` and `remove_custom_type` in the plugin script file.
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Using this method you can specify any name, base type, script, and icon for your custom node.
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There is also another way to add custom node types, which is using the `class_name` keyword in a script,
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or [using the `[GlobalClass]` attribute above a class declaration in C#](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_global_classes.html).
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