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Fixed C# file-path strings for example plugin resources
The example (tutorial) plugin resides in an addons/my_custom_node subdirectory of its project. The C# example code uses the same relative path structure for a custom script and icon as the GDScript example. These paths cause errors when the user activates the plugin, as Godot looks for the resources in the root directory of the project. This change fixes the errors by using the fully qualified "res://" path to the resources in the C# example code.
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@@ -246,8 +246,8 @@ dialog. For that, change the ``custom_node.gd`` script to the following:
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{
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// Initialization of the plugin goes here.
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// Add the new type with a name, a parent type, a script and an icon.
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var script = GD.Load<Script>("MyButton.cs");
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var texture = GD.Load<Texture2D>("icon.png");
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var script = GD.Load<Script>("res://addons/my_custom_node/MyButton.cs");
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var texture = GD.Load<Texture2D>("res://addons/my_custom_node/icon.png");
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AddCustomType("MyButton", "Button", script, texture);
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}
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