Attention: Here be dragons (unstable version)
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(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
Creating script templates
Redot provides a way to use script templates as seen in the
Script Create Dialog
while creating a new script:
A set of built-in script templates are provided with the editor, but it is also possible to create new ones and set them by default, both per project and at editor scope.
Templates are linked to a specific node type, so when you create a script you will only see the templates corresponding to that particular node, or one of its parent types. For example, if you are creating a script for a CharacterBody3D, you will only see templates defined for CharacterBody3Ds, Node3Ds or Nodes.
Locating the templates
There are two places where templates can be managed.
Editor-defined templates
These are available globally throughout any project. The location of these templates are determined per each OS:
Windows:
%APPDATA%\Godot\script_templates\
Linux:
$HOME/.config/godot/script_templates/
macOS:
$HOME/Library/Application Support/Godot/script_templates/
If you're getting Redot from somewhere other than the official website, such
as Steam, the folder might be in a different location. You can find it using
the Redot editor. Go to Editor > Open Editor Data/Settings Folder
and it
will open a folder in your file browser, inside that folder is the
script_templates
folder.
Project-defined templates
The default path to search for templates is the
res://script_templates/
directory. The path can be changed by configuring the project setting
Editor > Script > Templates Search Path,
both via code and the editor.
If no script_templates
directory is found within a project, it is simply
ignored.
Template organization and naming
Both editor and project defined templates are organized in the following way:
template_path/node_type/file.extension
where:
template_path
is one of the 2 locations discussed in the previous two sections.node_type
is the node it will apply to (for example, Node, or CharacterBody3D), This is case-sensitive. If a script isn't in the propernode_type
folder, it won't be detected.file
is the custom name you can chose for the template (for example,platformer_movement
orsmooth_camera
).extension
indicates which language the template will apply to (it should begd
for GDScript orcs
for C#).
For example:
template_scripts/Node/smooth_camera.gd
template_scripts/CharacterBody3D/platformer_movement.gd
Default behaviour and overriding it
By default:
the template's name is the same as the file name (minus the extension, prettyfied)
the description is empty
the space indent is set to 4
the template will not be set as the default for the given node
It is possible to customize this behaviour by adding meta headers at the start of your file, like this:
# meta-name: Platformer movement
# meta-description: Predefined movement for classical platformers
# meta-default: true
# meta-space-indent: 4
// meta-name: Platformer movement
// meta-description: Predefined movement for classical platformers
// meta-default: true
// meta-space-indent: 4
In this case, the name will be set to "Platformer movement", with the given custom description, and it will be set as the default template for the node in which directory it has been saved.
This is an example of utilizing custom templates at editor and project level:
Note
The script templates have the same extension as the regular script
files. This may lead to an issue of a script parser treating those templates as
actual scripts within a project. To avoid this, make sure to ignore the
directory containing them by creating an empty .gdignore
file. The directory won't be
visible throughout the project's filesystem anymore, yet the templates can be
modified by an external text editor anytime.
Tip
By default, every C# file inside the project directory is included in the compilation. Script templates must be manually excluded from the C# project to avoid build errors. See Exclude files from the build in the Microsoft documentation.
It is possible to create editor-level templates that have the same level as a project-specific templates, and also that have the same name as a built-in one, all will be shown on the new script dialog.
Default template
To override the default template, create a custom template at editor or project level inside a
Node
directory (or a more specific type, if only a subtype wants to be overridden) and start
the file with the meta-default: true
header.
Only one template can be set as default at the same time for the same node type.
The Default
templates for basic Nodes, for both GDScript and C#, are shown here so you can
use these as the base for creating other templates:
# meta-description: Base template for Node with default Redot cycle methods
extends _BASE_
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
// meta-description: Base template for Node with default Redot cycle methods
using _BINDINGS_NAMESPACE_;
using System;
public partial class _CLASS_ : _BASE_
{
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
}
The Redot editor provides a set of useful built-in node-specific templates, such as
basic_movement
for both CharacterBody2D and
CharacterBody3D and plugin
for
EditorPlugin.
List of template placeholders
The following describes the complete list of built-in template placeholders which are currently implemented.
Base placeholders
Placeholder |
Description |
---|---|
|
The name of the Redot namespace (used in C# only). |
|
The name of the new class. |
|
The base type a new script inherits from. |
|
Indentation placeholder. The exact type and number
of whitespace characters used for indentation is
determined by the |
Type placeholders
There used to be, in Redot 3.x, placeholders for GDScript type hints that
would get replaced whenever a template was used to create a new script, such as:
%INT_TYPE%
, %STRING_TYPE%
, %FLOAT_TYPE%
or %VOID_RETURN%
.
The placeholders no longer work for Redot 4.x, but if the setting
text_editor/completion/add_type_hints
from
EditorSettings is disabled, type hints
for parameters and return types will be automatically removed for a few
base types:
int
String
Array[String]
float
void
:=
will be transformed into=