domain-editor-tooling

Manage Godot editor plugin, dock, and inspector workflows.

2|Updated Feb 22, 2026
One-click install
npx skills add https://github.com/DubDev720/gdref --skill domain-editor-tooling
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: domain-editor-tooling
Source: https://github.com/DubDev720/gdref/tree/main/godot-skills/godot-secondary/domain-editor-tooling
Command: npx skills add https://github.com/DubDev720/gdref --skill domain-editor-tooling

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill streamlines workflows related to Godot editor plugins, docks, inspectors, and overall editor user experience, ensuring a clear separation between editor concerns and runtime gameplay logic.

Core Features & Use Cases

  • Editor-Specific Logic: Manages tasks that are exclusive to the Godot editor environment.
  • Plugin Development: Provides a framework for developing and integrating editor plugins.
  • UX Behavior: Addresses how tools and features interact with the user within the editor.
  • Use Case: When developing a custom inspector dock for a new node type, this Skill helps define its behavior and integration without touching the node's runtime functionality.

Quick Start

Use the domain-editor-tooling skill to classify a task as editor-tooling versus runtime-system work.

Frequently Asked Questions about domain-editor-tooling

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

FAQPage Schema
How do I separate Godot editor plugin logic from runtime gameplay code?

To separate Godot editor plugin logic from runtime gameplay code, isolate editor-specific workflows like docks and inspector behavior from runtime systems. This approach ensures editor concerns and gameplay logic remain distinct during development.

How do I build a custom inspector dock for a Godot node type without affecting its runtime functionality?

Building a custom inspector dock involves defining editor-only behavior and integration constraints. You manage the dock's UX and lifecycle independently, ensuring the node's runtime gameplay functionality remains untouched and fully compatible.

What is the best way to manage Godot editor lifecycle and UX constraints before implementation?

Managing Godot editor lifecycle and UX constraints involves capturing plugin behavior and inspector interactions before implementation. This process routes specific editor concerns to dedicated contracts to ensure proper lifecycle management and compatibility.

Does this approach support routing undo and redo operations for Godot editor plugins?

Yes, managing Godot editor plugins includes routing undo and redo operations to tertiary contracts. This ensures that editor tooling actions are tracked and managed correctly throughout the plugin lifecycle.

When should I classify a Godot development task as editor tooling versus runtime system work?

Classify a Godot task as editor tooling when it involves plugins, docks, inspector behavior, or editor UX constraints. Runtime system work involves gameplay logic, meaning editor concerns must be separated from runtime execution.