tutorials/plugins/running_code_in_the_editor #400
Replies: 3 comments 3 replies
-
It would be super helpful if there were some lines explaining why or why not breakpoints in @tool scripts are generally supported/ unsupported. If they are supported (i would assume by an external editor) then some steps on how to turn them on would be greatly appreciated. |
Beta Was this translation helpful? Give feedback.
-
Here's another use case where you need @tool that I just found out about: if your editor plugin tries to read a static variable from a static class, you'll get unless the static class is marked with @tool. I think it should be documented, because static methods can be called without issues from editor plugins, but as soon as you try to read a static variable it all goes to hell without any warning. |
Beta Was this translation helpful? Give feedback.
-
In the "Editing variables" section I think there's a small typo in the code example. In the script we declare |
Beta Was this translation helpful? Give feedback.
-
tutorials/plugins/running_code_in_the_editor
What is@tool?:@tool is a powerful line of code that, when added at the top of your script, makes it execute in the editor. You can also decide which parts of the script execute in the editor, which...
https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html
Beta Was this translation helpful? Give feedback.
All reactions