managing_editor_features.rst 2.1 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152
  1. :article_outdated: True
  2. .. _doc_managing_editor_features:
  3. Managing editor features
  4. ========================
  5. Introduction
  6. ------------
  7. In certain situations, it may be desirable to limit what features can be used
  8. in the Godot editor. For example, a UI designer on a team who doesn't need to
  9. see 3D features, or an educator slowly introducing features to students. Godot
  10. has a built-in system called "feature profiles" to do this.
  11. With feature profiles, major features and nodes can be hidden from the editor.
  12. This only hides parts of the interface and does not actually remove support for
  13. these features, so scenes and scripts relying on those features will still work fine.
  14. This also means feature profiles are not an optimization technique. For
  15. information on how to optimize Godot see :ref:`doc_performance`.
  16. Creating a profile
  17. ------------------
  18. To manage editor features go to **Editor > Manage Editor Features**. This
  19. will open the **Manage Editor Feature Profiles** window. By default there
  20. will be no profile. Click on **Create Profile** and give it a name. You will
  21. then see a list of all the features in the Godot editor.
  22. .. image:: img/configure_profile.png
  23. The first section allows major editor features to be removed, such as the 3D
  24. editor or scripting editor. Below the main features is every class and node in
  25. Godot, which can be disabled as well. Click on a node and all of its properties
  26. and options will be listed in the **Extra Items** box, these can all be
  27. individually disabled.
  28. .. image:: img/node_features.png
  29. Sharing a profile
  30. -----------------
  31. To share profiles between editors click on the **Export** button. Save the custom
  32. profile somewhere as a ``.profile`` file. To use this in another editor open that
  33. editor's **Manage Editor Feature Profiles** window and click import, then select the
  34. ``.profile`` file.
  35. This process is potentially cumbersome however if a large amount of computers need
  36. custom profiles. As an alternative, you can enable self-contained mode for Godot,
  37. which allows putting all editor configuration in the same folder as the editor binary.
  38. See :ref:`doc_data_paths_self_contained_mode` for details.