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- .. _doc_creating_script_templates:
- Creating script templates
- =========================
- Godot provides a way to use script templates as seen in the
- ``Script Create Dialog`` while creating a new script:
- .. image:: img/script_create_dialog_templates.webp
- 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 Godot from somewhere other than the official website, such
- as Steam, the folder might be in a different location. You can find it using
- the Godot 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 ``editor/script_templates_search_path`` setting in the
- :ref:`ProjectSettings <class_ProjectSettings>`, 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, :ref:`Node <class_Node>`, or :ref:`CharacterBody3D <class_CharacterBody3D>`),
- This is **case-sensitive**. If a script isn't in the proper ``node_type`` folder, it won't be detected.
- * ``file`` is the custom name you can chose for the template (for example, ``platformer_movement`` or ``smooth_camera``).
- * ``extension`` indicates which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` 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:
- .. tabs::
- .. code-tab:: gdscript GDScript
- # meta-name: Platformer movement
- # meta-description: Predefined movement for classical platformers
- # meta-default: true
- # meta-space-indent: 4
- .. code-tab:: csharp
- // 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:
- .. image:: img/script_create_dialog_custom_templates.webp
- .. 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 <https://learn.microsoft.com/en-us/visualstudio/msbuild/how-to-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:
- .. tabs::
- .. code-tab:: gdscript GDScript
- # meta-description: Base template for Node with default Godot 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
- .. code-tab:: csharp
- // meta-description: Base template for Node with default Godot 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 Godot editor provides a set of useful built-in node-specific templates, such as
- ``basic_movement`` for both :ref:`CharacterBody2D <class_CharacterBody2D>` and
- :ref:`CharacterBody3D <class_CharacterBody3D>` and ``plugin`` for
- :ref:`EditorPlugin <class_EditorPlugin>`.
- List of template placeholders
- -----------------------------
- The following describes the complete list of built-in template placeholders
- which are currently implemented.
- Base placeholders
- ~~~~~~~~~~~~~~~~~
- +--------------------------+----------------------------------------------------+
- | Placeholder | Description |
- +==========================+====================================================+
- | ``_BINDINGS_NAMESPACE_`` | The name of the Godot namespace (used in C# only). |
- +--------------------------+----------------------------------------------------+
- | ``_CLASS_`` | The name of the new class. |
- +--------------------------+----------------------------------------------------+
- | ``_BASE_`` | The base type a new script inherits from. |
- +--------------------------+----------------------------------------------------+
- | ``_TS_`` | Indentation placeholder. The exact type and number |
- | | of whitespace characters used for indentation is |
- | | determined by the ``text_editor/indent/type`` and |
- | | ``text_editor/indent/size`` settings in the |
- | | :ref:`EditorSettings <class_EditorSettings>` |
- | | respectively. Can be overridden by the |
- | | ``meta-space-indent`` header on the template. |
- +--------------------------+----------------------------------------------------+
- Type placeholders
- ~~~~~~~~~~~~~~~~~
- There used to be, in Godot 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 Godot 4.x, but if the setting
- ``text_editor/completion/add_type_hints`` from
- :ref:`EditorSettings <class_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 ``=``
|