EditorInterface

    Godot editor’s interface.

    EditorInterface gives you control over Godot editor’s window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to , EditorFileSystem, , ScriptEditor, the editor viewport, and information about scenes.

    Note: This class shouldn’t be instantiated directly. Instead, access the singleton using .

    • bool distraction_free_mode

    If , enables distraction-free mode which hides side docks to increase the space available for the main view.

    • void edit_resource ( resource )

    Edits the given Resource.


    • get_base_control ( )

    Returns the main container of Godot editor’s window. For example, you can use it to retrieve the size of the container and place your controls accordingly.


    • String get_current_path ( ) const

    Returns the current path being viewed in the .


    • Node get_edited_scene_root ( )

    Returns the edited (current) scene’s root .


    Returns the editor’s instance.


    Returns the main editor control. Use this as a parent for main screens.

    Note: This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.



    • get_inspector ( ) const

    Returns the editor’s EditorInspector instance.


    • get_open_scenes ( ) const

    Returns an Array with the file paths of the currently opened scenes.


    • get_playing_scene ( ) const

    Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.


    Returns the editor’s instance.


    Returns the editor’s instance.


    Returns the editor’s instance.


    • String get_selected_path ( ) const

    Returns the path of the directory currently selected in the . If a file is selected, its base directory will be returned using String.get_base_dir instead.


    • get_selection ( )

    Returns the editor’s EditorSelection instance.


    • void inspect_object ( object, String for_property=””, inspector_only=false )

    Shows the given property on the given object in the editor’s Inspector dock. If inspector_only is true, plugins will not attempt to edit object.


    • bool is_playing_scene ( ) const

    Returns true if a scene is currently being played, otherwise. Paused scenes are considered as being played.


    Returns true if the specified plugin is enabled. The plugin name is the same as its directory name.


    • make_mesh_previews ( Array meshes, preview_size )

    • void open_scene_from_path ( String scene_filepath )

    Opens the scene at the given path.


    • void play_current_scene ( )

    Plays the currently active scene.


    • void play_custom_scene ( scene_filepath )

    Plays the scene specified by its filepath.


    • void play_main_scene ( )

    Plays the main scene.


    • void reload_scene_from_path ( String scene_filepath )

    Reloads the scene at the given path.


    • save_scene ( )

    Saves the scene. Returns either OK or ERR_CANT_CREATE (see @GlobalScope constants).


    • void save_scene_as ( path, bool with_preview=true )

    Saves the scene as a file at path.


    • void select_file ( file )

    Selects the file, with the path provided by , in the FileSystem dock.


    • void set_main_screen_editor ( String name )

    Sets the editor’s current main screen to the one specified in name. name must match the text of the tab in question exactly (2D, 3D, Script, ).


    • void set_plugin_enabled ( plugin, bool enabled )

    Sets the enabled status of a plugin. The plugin name is the same as its directory name.


    Stops the scene that is currently playing.