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).
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#.