Document registering an autoload when an editor plugin is enabled

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Hugo Locurcio
2022-08-24 19:33:01 +02:00
parent dad11cdaf5
commit 9baaf4dc42
2 changed files with 38 additions and 0 deletions

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@@ -399,3 +399,35 @@ C++ modules.
You can make your own plugins to help yourself and share them in the
`Asset Library <https://godotengine.org/asset-library/>`_ so that people
can benefit from your work.
.. _doc_making_plugins_autoload:
Registering autoloads/singletons in plugins
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is possible for editor plugins to automatically register
:ref:`autoloads <doc_singletons_autoload>` when the plugin is enabled.
This also includes unregistering the autoload when the plugin is disabled.
This makes setting up plugins faster for users, as they no longer have to manually
add autoloads to their project settings if your editor plugin requires the use of
an autoload.
Use the following code to register a singleton from an editor plugin:
::
@tool
extends EditorPlugin
# Replace this value with a PascalCase autoload name, as per the GDScript style guide.
const AUTOLOAD_NAME = "SomeAutoload"
func _enter_tree():
# The autoload can be a scene or script file.
add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn")
func _exit_tree():
remove_autoload_singleton(AUTOLOAD_NAME)