Warn users about Activate now on C#

- Add a warning about enabling `Activate now` for C# plugins
- Add tabs to `Create Plugin` dialog values

(cherry picked from commit 39f488e62e)
This commit is contained in:
Raul Santos
2022-09-05 11:51:01 +02:00
committed by Rémi Verschelde
parent 4b9efd20fd
commit 4127b5106a

View File

@@ -41,7 +41,10 @@ You will see the dialog appear, like so:
The placeholder text in each field describes how it affects the plugin's
creation of the files and the config file's values.
To continue with the example, use the following values::
To continue with the example, use the following values:
.. tabs::
.. code-tab:: ini GDScript
Plugin Name: My Custom Node
Subfolder: my_custom_node
@@ -52,6 +55,24 @@ To continue with the example, use the following values::
Script Name: custom_node.gd
Activate now: No
.. code-tab:: ini C#
Plugin Name: My Custom Node
Subfolder: my_custom_node
Description: A custom node made to extend the Godot Engine.
Author: Your Name Here
Version: 1.0.0
Language: C#
Script Name: CustomNode.cs
Activate now: No
.. warning::
Unchecking the ``Activate now?`` option in C# is always required because,
like every other C# script, the EditorPlugin script needs to be compiled which
requires building the project. After building the project the plugin can be
enabled in the ``Plugins`` tab of ``Project Settings``.
You should end up with a directory structure like this:
.. image:: img/making_plugins-my_custom_mode_folder.png