addon-development

Creates Godot 4.x editor plugins with EditorPlugin lifecycle, @tool scripts, and dock panels.

538|28|Updated Apr 3, 2026
One-click install
npx skills add https://github.com/jame581/GodotPrompter --skill addon-development
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: addon-development
Source: https://github.com/jame581/GodotPrompter/tree/main/skills/addon-development
Command: npx skills add https://github.com/jame581/GodotPrompter --skill addon-development

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Godot developers often struggle to extend the editor with custom tooling; this Skill provides a cohesive blueprint for building EditorPlugin-based plugins, tool scripts, and dockable UI components for Godot 4.x.

Core Features & Use Cases

  • Guides creating project-wide editor plugins with EditorPlugin lifecycle (enter/exit), @tool tool scripts, and dock panels.
  • Explains how to implement custom inspectors, dock widgets, and resource editors to streamline workflows in Godot 4.x.
  • Real-world use case: develop a plugin that adds a custom inspector for a resource type and a left-side dock to manage assets within the editor.

Quick Start

Create a new Godot editor plugin by building an EditorPlugin, enabling a dock, and adding @tool scripts for editor-time logic.

Frequently Asked Questions about addon-development

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a Godot editor plugin with a custom dock panel?

To create a Godot editor plugin, you build an EditorPlugin, manage its lifecycle, and add dock panels for custom UI. This blueprint guides plugin structure, registration, and editor-only code guards for Godot 4.x.

How does @tool scripting work for custom Godot inspectors?

@tool scripting enables GDScript to execute within the Godot editor, allowing you to build custom inspectors and dock widgets. It requires safe editor-only code guards to prevent runtime errors during game execution.

Can I manage EditorPlugin lifecycle and registration in Godot 4.x?

Yes, you can manage EditorPlugin lifecycle by implementing registration and unregistration functions. This ensures safe initialization and cleanup of custom docks, inspectors, and tool scripts in the Godot Editor.

What is the best way to add custom tooling inside the Godot Editor?

The best way to add custom tooling is by developing EditorPlugin-based plugins with dockable UI components and custom resource inspectors. This approach streamlines workflows and centralizes asset management inside Godot 4.x.

Why do I need safe editor-only code guards in Godot @tool scripts?

You need safe editor-only code guards in @tool scripts to separate editor-time logic from runtime execution. This prevents crashes and unpredictable behavior when your Godot game runs outside the editor environment.

Does this approach support building custom resource editors for Godot 4.x?

Yes, this approach supports building custom resource editors and dock widgets for Godot 4.x. You can implement specialized inspectors to manage specific resource types and streamline your game development workflow.