- 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.
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/*




