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Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Passed 22 of 22 test cases with the skill, and 17 of 22 without it.
and 7 more in the full report
5 fixed17 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
In Godot 4.7, I have an EditorNode3DGizmoPlugin where clicking on a handle without dragging it should still commit an action. In earlier versions, clicking without moving didn't trigger handle commit. Which new virtual method in EditorNode3DGizmoPlugin must be overridden to allow commits on click?
| Checked | Without skill | With skill |
|---|---|---|
| overrides _can_commit_handle_on_click | Missed | Passed |
| returns true from the handle click override method | Missed | Passed |
The instructions your model reads when the skill loads.
Editor plugins extend the Godot editor itself: custom node types, inspector panels, dock widgets, 3D gizmos, and toolbar buttons. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: resource-pattern for custom Resource editors, godot-ui for editor panel UI, csharp-godot for C# plugin development.
Every plugin lives inside addons/ at the project root. Godot discovers plugins by scanning for plugin.cfg files.
res://
└── addons/
└── my_plugin/
├── plugin.cfg # required — plugin metadata
├── plugin.gd # main EditorPlugin script (named in plugin.cfg)
├── my_inspector.gd # optional — EditorInspectorPlugin
├── my_dock.tscn # optional — dock panel scene
└── icons/
└── my_node.svg # optional — custom node icons
plugin.cfg is a plain INI file. Godot reads it when scanning addons/. The script key must point to the main plugin script relative to the plugin folder.
Enable the plugin: Project → Project Settings → Plugins → tick the checkbox next to your plugin name.
@tool makes a GDScript (or its C# equivalent) run inside the editor process as well as at runtime. Without it, the script only runs when the game is playing.
@tool
extends Sprite2D
test cases passed, vs 17 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.