Godot Plugins: Adding Custom Nodes [Introductory]

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In this video, we'll delve into the wonderful world of plugins in Godot. With no more than perhaps 20 lines of real code, we'll make a really nice one that lets us draw lines according to a Path2D, which is useful for a whole plethora of projects.

Here's a link to Godot's website:

And here's a link to my personal Patreon page (supporting me gets more videos like this more consistently, and there's a lot of tiers!):
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"And, while I didn't end up finishing the game..."

_GGJ2019 flashbacks_

pXnTilde
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Found this video by #GodotAddonJam, if someone in the future is making a plugin and want to register a custom type (when using gdscript), gaving it a class_name is enough

anidemdex
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Something I do not understand the meaning. I need to create a node from which I can inherit. But it turns out that this is an object with an already existing script, what is the point then?
For example, I want to create a node based on KinematicBody2D, assign it the methods and variables that I need, and based on it, create other objects in which I will add the parameters, methods and other settings I need.
Какая-то херня...

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