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