addon-development

Create and manage Godot 4.x editor plugins with EditorPlugin scaffolding.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework --skill addon-development-gooddayday
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: addon-development
Source: https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework/tree/main/.harness/skills/addon-development
Command: npx skills add https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework --skill addon-development-gooddayday

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps Godot developers extend the editor by creating EditorPlugin-based tooling, including @tool scripts, custom inspectors, and dock panels, enabling richer editor workflows in Godot 4.3+.

Core Features & Use Cases

  • EditorPlugin scaffolding and lifecycle management ( _enter_tree / _exit_tree ).
  • @tool annotated scripts to run in the editor and at runtime with editor guards.
  • Custom inspectors, dock panels, gizmos, and editor docks to tailor the editor experience.
  • Guidance for integrating resources, icons, and scripts inside addons.

Quick Start

Place your plugin under addons/, enable it in Project Settings → Plugins, and implement an EditorPlugin with optional custom types, docks, inspectors, and gizmos for an enhanced editor workflow.

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 custom Godot editor plugin from scratch?

To create a Godot editor plugin, place your project under the addons/ directory, define a plugin.cfg file, and implement an EditorPlugin class with _enter_tree and _exit_tree lifecycle methods to manage your custom tooling.

What is the addons folder structure for Godot 4.x editor extensions?

The addons folder structure organizes Godot editor extensions by placing plugin scripts, resources, and icons inside a dedicated subdirectory, enabling the editor to register custom docks, inspectors, and gizmos upon activation.

How do I use @tool scripts with Engine.is_editor_hint() in Godot?

Use the @tool annotation to run scripts inside the Godot editor, and apply the Engine.is_editor_hint() guard to separate editor-only logic from runtime code, preventing custom gizmos or docks from executing during gameplay.

Can I add custom docks and inspectors to the Godot 4.3 editor?

Yes, you can add custom docks and inspectors to the Godot 4.3 editor by extending the EditorPlugin class to register custom UI panels, tailoring the editor workflow for specific game project requirements.

Does Godot editor plugin development require specific lifecycle management?

Godot editor plugin development requires proper lifecycle management through _enter_tree and _exit_tree methods to safely add and remove custom types, docks, and gizmos when enabling or disabling the plugin in Project Settings.