#How to convert a project, which is UI stuff only, to a main screen plugin?

3 messages · Page 1 of 1 (latest)

main hawk
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Hi,

I'm working on an interface for a database, db which will be used in a RPG. For now, it's an other (godot) project, my plan was to copy those scenes within my main project when all work as intented.

Now I wish to make it a plugin, I think it could be a better workflow to have it only a click away. But, as Godot documentation talk about creation not about conversion, I don't know how to deal with that.

noble sapphire
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@tool is for scripts that need to run in the Editor. You don't need it for everything in the Plugin, just the ones that help setup and manage the Plugin inside the Editor.

You'll want to be careful about your Named classes as GDScript doesn't have Namespaces like C# does.

Consider a clear and probably unique prefix that is unlikely to conflict with other Plugins.

Conversion is fairly simple just dump all your scripts and folder structure into the Plugin directory you're making. Although you'll probably want to clean them up.

main hawk
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When running into editor only the first scene (the one set which extend EditorPlugin, have _has_main_screen() etc)) appear how it should.
-All others instantiate way too high, their higher half or more is cut off the screen ;

  • Box container don't seem to work (there is two buttons on second image, they should be at buttom),
  • Nine_patch_rect is unseen (black bg and orange border)
  • Default font (set in project setting) don't apply.