This leads to code that is easier to understand and runs faster thanks to GDScript's typed instructions. The untyped declaration warning is now enabled on all projects where type hints were added. All projects currently run without any untyped declration warnings. Dodge the Creeps and Squash the Creeps demos intentionally don't use type hints to match the documentation, where type hints haven't been adopted yet (given its beginner focus).
Plugin Demos
This contains multiple plugin demos, all placed in a project for convenience.
Due to issue #36713, you need to open the project to import the assets once, then close, then open.
See the documentation on editor plugins for more information.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/585
How does it work?
This project contains 4 plugins:
-
The custom node plugin shows how to create a custom node type using
add_custom_type. More info. -
The material import plugin shows how to make a plugin handle importing a custom file type (mtxt). More info.
-
The material creator plugin shows how to add a custom dock with some simple functionality. More info.
-
The main screen plugin is a minimal example of how to create a plugin with a main screen. More info.
To use these plugins in another project, copy any of these
folders to the addons/ folder in a Godot project, and then
enable them in the project settings menu.
For example, the path would look like: addons/custom_node
Plugins can be distributed and installed from the UI. If you make a ZIP archive that contains the folder, Godot will recognize it as a plugin and will allow you to install it.
This can be done via the terminal: zip -r custom_node.zip custom_node/*




