#Is there a way to use the "Collision box size gizmo" to my own script?
1 messages · Page 1 of 1 (latest)
Heya, started looking into this
Figured I’d let you know ahead of time
Introduction: 3D gizmo plugins are used by the editor and custom plugins to define the gizmos attached to any kind of Node3D node. This tutorial shows the two main approaches to defining your own c...
Inherits: Resource< RefCounted< Object A class used by the editor to define Node3D gizmo types. Description: EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main way...
Inherits: Node3DGizmo< RefCounted< Object Gizmo for editing Node3D objects. Description: Gizmo that is used for providing custom visualization and editing (handles and subgizmos) for Node3D objects...
Godot doesn’t let scripts grab the built-in collision-box gizmo; if you want draggable handles, make your own via EditorNode3DGizmoPlugin (or fork an existing gizmo demo) and map its handles to your node’s size.
How to create your own custom plugins in Godot 4.
It's very easy to create your own addon in Godot. Most of the editor is built using the very same UI game nodes you are already used to. A plugin is just another tool script.
Here we'll go over the basics of what are Godot plugins and make a simple tool plugin.
We'll make Undo and Redo actions w...
(YouTube, 15 min) walks through making an editor plugin, registering it, adding handles, and wiring undo/redo, exactly the groundwork you need before adding resize handles.