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diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst
index e9bdd9eb2..9801e75da 100644
--- a/tutorials/plugins/editor/making_plugins.rst
+++ b/tutorials/plugins/editor/making_plugins.rst
@@ -282,7 +282,7 @@ click the button, you can see some text in the console:
.. image:: img/making_plugins-custom_node_console.webp
A custom dock
-^^^^^^^^^^^^^
+~~~~~~~~~~~~~
Sometimes, you need to extend the editor and add tools that are always available.
An easy way to do it is to add a new dock with a plugin. Docks are just scenes
@@ -413,18 +413,6 @@ the settings window. You should now have a custom dock:
.. image:: img/making_plugins-custom_dock.webp
-Going beyond
-~~~~~~~~~~~~
-
-Now that you've learned how to make basic plugins, you can extend the editor in
-several ways. Lots of functionality can be added to the editor with GDScript;
-it is a powerful way to create specialized editors without having to delve into
-C++ modules.
-
-You can make your own plugins to help yourself and share them in the
-`Asset Library `_ so that people
-can benefit from your work.
-
.. _doc_making_plugins_autoload:
Registering autoloads/singletons in plugins
@@ -450,12 +438,12 @@ Use the following code to register a singleton from an editor plugin:
const AUTOLOAD_NAME = "SomeAutoload"
- func _enter_tree():
+ func _enable_plugin():
# The autoload can be a scene or script file.
add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn")
- func _exit_tree():
+ func _disable_plugin():
remove_autoload_singleton(AUTOLOAD_NAME)
.. code-tab:: csharp
@@ -469,15 +457,62 @@ Use the following code to register a singleton from an editor plugin:
// Replace this value with a PascalCase autoload name.
private const string AutoloadName = "SomeAutoload";
- public override void _EnterTree()
+ public override void _EnablePlugin()
{
// The autoload can be a scene or script file.
AddAutoloadSingleton(AutoloadName, "res://addons/MyAddon/SomeAutoload.tscn");
}
- public override void _ExitTree()
+ public override void _DisablePlugin()
{
RemoveAutoloadSingleton(AutoloadName);
}
}
#endif
+
+Using sub-plugins
+~~~~~~~~~~~~~~~~~
+
+Often a plugin adds multiple things, for example a custom node and a panel.
+In those cases it might be easier to have a separate plugin script for each of those features.
+Sub-plugins can be used for this.
+
+First create all plugins and sub plugins as normal plugins:
+
+.. image:: img/sub_plugin_creation.webp
+
+Then move the sub plugins into the main plugin folder:
+
+.. image:: img/sub_plugin_moved.webp
+
+Godot will hide sub-plugins from the plugin list, so that a user can't enable or disable them.
+Instead the main plugin script should enable and disable sub-plugins like this:
+
+.. tabs::
+ .. code-tab:: gdscript GDScript
+
+ @tool
+ extends EditorPlugin
+
+ # The main plugin is located at res://addons/my_plugin/
+ const PLUGIN_NAME = "my_plugin"
+
+ func _enable_plugin():
+ EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/node", true)
+ EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/panel", true)
+
+ func _disable_plugin():
+ EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/node", false)
+ EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/panel", false)
+
+Going beyond
+~~~~~~~~~~~~
+
+Now that you've learned how to make basic plugins, you can extend the editor in
+several ways. Lots of functionality can be added to the editor with GDScript;
+it is a powerful way to create specialized editors without having to delve into
+C++ modules.
+
+You can make your own plugins to help yourself and share them in the
+`Asset Library `_ so that people
+can benefit from your work.