reckfellENGINE

EditorInterface

Reckfell editor's interface.

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class EditorInterfaceReckfellSharpEditorInherits ReckfellObject

Reckfell editor's interface.

EditorInterface gives you control over Reckfell 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 EditorSettings, EditorFileSystem, EditorResourcePreview, ScriptEditor, the editor viewport, and information about scenes. Note: This class shouldn't be instantiated directly. Instead, access the singleton directly by its name.

C#
// In C# you can access it via the static Singleton property.
EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Properties3

DistractionFreeModeProperty
# DistractionFreeMode
C#
public bool DistractionFreeMode { get; set; }

Reads or toggles the editor’s distraction-free UI mode. Neither makes the game fullscreen nor changes the project on disk.

MovieMakerEnabledProperty
# MovieMakerEnabled
C#
public bool MovieMakerEnabled { get; set; }

If true, the Movie Maker mode is enabled in the editor. See MovieWriter for more information.

SingletonProperty
# Singleton
C#
public static EditorInterface Singleton { get; }

Singleton interface of the running editor. Use from editor-extension code; this is not an exported-game service. Do not free the instance.

Methods80

AddRootEntityvoid
# AddRootEntity
C#
public void AddRootEntity(Entity node);

Makes node root of the currently opened scene. Only works if the scene is empty. If the node is a scene instance, an inheriting scene will be created.

Parameters
NameTypeDefault
nodeEntity—
CloseSceneError
# CloseScene
C#
public Error CloseScene();

Directly closes the current level, discarding unsaved changes without a confirmation dialog in the current implementation. Save needed data first. Returns Error.Ok when closing proceeds, or Error.DoesNotExist for the initial empty tab without a level.

Returns Error

Directly closes the current level, discarding unsaved changes without a confirmation dialog in the current implementation. Save needed data first. Returns Error.Ok when closing proceeds, or Error.DoesNotExist for the initial empty tab without a level.

EditEntityvoid
# EditEntity
C#
public void EditEntity(Entity node);

Passes an Entity to the editor for inspector editing. Neither creates the Entity nor adds it to a level. The supplied object retains its owner.

Parameters
NameTypeDefault
nodeEntity—
node

Entity to edit; ownership is not transferred.

EditResourcevoid
# EditResource
C#
public void EditResource(Resource resource);

Opens the supplied resource for editing. Does not save it to disk. Use EditScript to navigate to a line and column in a Script.

Parameters
NameTypeDefault
resourceResource—
resource

Resource to edit, not a save command.

EditScriptvoid
# EditScript
C#
public void EditScript(Script script, int line = -1, int column = 0, bool grabFocus = true);

Opens a Script in the configured editor for its language, which may be external. Positive line and column coordinates are one-based: the wrapper subtracts one from both. Defaults -1 and zero do not designate zero-based line/column zero. grabFocus requests focus.

Parameters
NameTypeDefault
scriptScript—
lineint-1
columnint0
grabFocusbooltrue
script

Script resource to open with the configured language editor.

line

Positive one-based line; default -1 does not specify the first line.

column

Positive one-based column; the wrapper subtracts one.

grabFocus

Request script-editor focus.

GetBaseControlControl
# GetBaseControl
C#
public Control GetBaseControl();

Returns the editor UI base Control, for example to host your own dialog. It belongs to the editor: do not delete, dispose or reparent it. Remove your own UI when the extension is disabled.

Returns Control

Returns the editor UI base Control, for example to host your own dialog. It belongs to the editor: do not delete, dispose or reparent it. Remove your own UI when the extension is disabled.

GetCommandPaletteEditorCommandPalette
# GetCommandPalette
C#
public EditorCommandPalette GetCommandPalette();

Returns the shared editor command palette. This does not open the palette. Remove your own commands when disabling the extension; do not dispose the service.

Returns EditorCommandPalette

Returns the shared editor command palette. This does not open the palette. Remove your own commands when disabling the extension; do not dispose the service.

GetContentBrowserContentBrowser
# GetContentBrowser
C#
public ContentBrowser GetContentBrowser();

Returns the shared editor ContentBrowser. File paths and file selection belong to this browser, independently of Entity selection. Do not dispose the dock.

Returns ContentBrowser

Returns the shared editor ContentBrowser. File paths and file selection belong to this browser, independently of Entity selection. Do not dispose the dock.

GetCurrentDirectorystring
# GetCurrentDirectory
C#
public string GetCurrentDirectory();

Returns ContentBrowser’s current directory. Neither the process working directory nor necessarily the project root.

Returns string

Returns ContentBrowser’s current directory. Neither the process working directory nor necessarily the project root.

GetCurrentFeatureProfilestring
# GetCurrentFeatureProfile
C#
public string GetCurrentFeatureProfile();

Returns the name of the currently activated feature profile. If the default profile is currently active, an empty string is returned instead. In order to get a reference to the EditorFeatureProfile, you must load the feature profile using EditorFeatureProfile.LoadFromFile. Note: Feature profiles created via the user interface are loaded from the feature_profiles directory, as a file with the .profile extension. The editor configuration folder can be found by using EditorPaths.GetConfigDir.

Returns string
GetCurrentPathstring
# GetCurrentPath
C#
public string GetCurrentPath();

Returns the current ContentBrowser path. Do not assume it is always a directory; use GetCurrentDirectory for that purpose.

Returns string

Returns the current ContentBrowser path. Do not assume it is always a directory; use GetCurrentDirectory for that purpose.

GetDockByNameEditorDock
# GetDockByName
C#
public EditorDock GetDockByName(string name);

Finds a registered dock by display title. This is neither Entity Name lookup nor plugin-folder lookup.

Parameters
NameTypeDefault
namestring—
name

Display title, such as Docs workspace. Translation or Title changes can change lookup results.

Returns EditorDock

Matching EditorDock, otherwise null. Prefer retaining a direct reference for owned panels.

GetEditedSceneRootEntity
# GetEditedSceneRoot
C#
public Entity GetEditedSceneRoot();

Reads the current edited hierarchy root. Distinct from a running game's CurrentScene. Returned the opened Fixture.rscene root in the check; does not modify the hierarchy.

Returns Entity

Root Entity or null when no edited content exists. Check before reading children or properties.

GetEditorLanguagestring
# GetEditorLanguage
C#
public string GetEditorLanguage();

Returns the editor interface language selected in editor settings. Not the exported game’s locale.

Returns string

Returns the editor interface language selected in editor settings. Not the exported game’s locale.

GetEditorMainScreenVBoxContainer · Deprecated
# GetEditorMainScreen
C#
public VBoxContainer GetEditorMainScreen();

Obsolete access to the VBoxContainer used by legacy main-screen extensions. It no longer represents the editor’s whole main screen. Use GetDockByName for a dock or GetBaseControl to host your UI. The returned container belongs to the editor.

Returns VBoxContainer

Obsolete access to the VBoxContainer used by legacy main-screen extensions. It no longer represents the editor’s whole main screen. Use GetDockByName for a dock or GetBaseControl to host your UI. The returned container belongs to the editor.

GetEditorPathsEditorPaths
# GetEditorPaths
C#
public EditorPaths GetEditorPaths();

Returns the shared EditorPaths service for editor data/settings locations. Do not substitute these locations for project resource paths or dispose the service.

Returns EditorPaths

Returns the shared EditorPaths service for editor data/settings locations. Do not substitute these locations for project resource paths or dispose the service.

GetEditorScalefloat
# GetEditorScale
C#
public float GetEditorScale();

Returns the current EDSCALE editor UI multiplier. Multiply your own fixed base dimensions by it; this is neither screen resolution nor camera zoom.

Returns float

Returns the current EDSCALE editor UI multiplier. Multiply your own fixed base dimensions by it; this is neither screen resolution nor camera zoom.

GetEditorSettingsEditorSettings
# GetEditorSettings
C#
public EditorSettings GetEditorSettings();

Return the current editor settings object. These are editor-environment settings, not game ProjectSettings. This is a borrowed reference: do not dispose the singleton or create a new instance for ordinary reads.

Returns EditorSettings

The current EditorSettings.

GetEditorThemeTheme
# GetEditorTheme
C#
public Theme GetEditorTheme();

Returns the editor’s shared theme resource. Read styles, colors and icons for your UI. Mutating this resource affects its users; it is not a private copy.

Returns Theme

Returns the editor’s shared theme resource. Read styles, colors and icons for your UI. Mutating this resource affects its users; it is not a private copy.

GetEditorToasterEditorToaster
# GetEditorToaster
C#
public EditorToaster GetEditorToaster();

Returns the shared editor notification service. Retrieving it does not display a message. Do not dispose the service.

Returns EditorToaster

Returns the shared editor notification service. Retrieving it does not display a message. Do not dispose the service.

GetEditorUndoRedoEditorUndoRedoManager
# GetEditorUndoRedo
C#
public EditorUndoRedoManager GetEditorUndoRedo();

Returns the shared EditorUndoRedoManager. Record extension changes as actions in the appropriate history; obtaining the manager does not itself record Undo. Do not dispose the service.

Returns EditorUndoRedoManager

Returns the shared EditorUndoRedoManager. Record extension changes as actions in the appropriate history; obtaining the manager does not itself record Undo. Do not dispose the service.

GetEditorViewport2DSubViewport
# GetEditorViewport2D
C#
public SubViewport GetEditorViewport2D();

Returns the editor’s 2D editing SubViewport. It belongs to the editor, not the running game. Do not dispose it or reconfigure it as your own viewport.

Returns SubViewport

Returns the editor’s 2D editing SubViewport. It belongs to the editor, not the running game. Do not dispose it or reconfigure it as your own viewport.

GetEditorViewport3DSubViewport
# GetEditorViewport3D
C#
public SubViewport GetEditorViewport3D(int idx = 0);

Returns one of the four 3D editor SubViewports, using idx from 0 through 3. An invalid index reports an error and returns null. Not a camera or the running game’s viewport; the editor owns the object.

Parameters
NameTypeDefault
idxint0
idx

3D editor viewport index, zero through three.

Returns SubViewport

Returns one of the four 3D editor SubViewports, using idx from 0 through 3. An invalid index reports an error and returns null. Not a camera or the running game’s viewport; the editor owns the object.

GetEntity3DRotateSnapfloat
# GetEntity3DRotateSnap
C#
public float GetEntity3DRotateSnap();

Returns the amount of degrees the 3D editor's rotational snapping is set to.

Returns float
GetEntity3DScaleSnapfloat
# GetEntity3DScaleSnap
C#
public float GetEntity3DScaleSnap();

Returns the amount of units the 3D editor's scale snapping is set to.

Returns float
GetEntity3DTranslateSnapfloat
# GetEntity3DTranslateSnap
C#
public float GetEntity3DTranslateSnap();

Returns the amount of units the 3D editor's translation snapping is set to.

Returns float
GetInspectorEditorInspector
# GetInspector
C#
public EditorInspector GetInspector();

Returns the editor inspector. Use InspectObject or EditResource/EditEntity to display an object. Do not dispose or reparent the inspector itself.

Returns EditorInspector

Returns the editor inspector. Use InspectObject or EditResource/EditEntity to display an object. Do not dispose or reparent the inspector itself.

GetMcpServiceEditorMcpService
# GetMcpService
C#
public EditorMcpService GetMcpService();

Returns the built-in MCP command dispatcher shared by external clients and the AI dock. Available in editor builds with the MCP module enabled. Commands run on the main thread; asynchronous operations return a job identifier. This editor-owned service must not be freed.

Returns EditorMcpService
GetOpenSceneRootsReckfell.Collections.Array<Entity>
# GetOpenSceneRoots
C#
public Reckfell.Collections.Array<Entity> GetOpenSceneRoots();

Returns a new array of root Entities for open levels, skipping missing roots. References point to actual editor objects, not copies; do not dispose them. Skipped entries mean indices need not match GetOpenScenes.

Returns Reckfell.Collections.Array<Entity>

Returns a new array of root Entities for open levels, skipping missing roots. References point to actual editor objects, not copies; do not dispose them. Skipped entries mean indices need not match GetOpenScenes.

GetOpenScenesstring[]
# GetOpenScenes
C#
public string[] GetOpenScenes();

Returns a new string[] of open level paths in tab order. A new unsaved level may have an empty path. The array is not a list of Entity instances.

Returns string[]

Returns a new string[] of open level paths in tab order. A new unsaved level may have an empty path. The array is not a list of Entity instances.

GetPlayingScenestring
# GetPlayingScene
C#
public string GetPlayingScene();

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

Returns string
GetResourceFilesystemEditorFileSystem
# GetResourceFilesystem
C#
public EditorFileSystem GetResourceFilesystem();

Returns the shared EditorFileSystem indexing project resources. Neither a general-purpose file API nor a directory copy. Do not dispose the service.

Returns EditorFileSystem

Returns the shared EditorFileSystem indexing project resources. Neither a general-purpose file API nor a directory copy. Do not dispose the service.

GetResourcePreviewerEditorResourcePreview
# GetResourcePreviewer
C#
public EditorResourcePreview GetResourcePreviewer();

Returns the shared EditorResourcePreview for resource-preview requests. This call neither produces a finished texture nor waits for generation. Do not dispose the service.

Returns EditorResourcePreview

Returns the shared EditorResourcePreview for resource-preview requests. This call neither produces a finished texture nor waits for generation. Do not dispose the service.

GetScenePaint2DScenePaint2DEditor
# GetScenePaint2D
C#
public ScenePaint2DEditor GetScenePaint2D();

Returns the shared ScenePaint2DEditor tool. Neither a new tool instance nor a game Entity; do not dispose it.

Returns ScenePaint2DEditor

Returns the shared ScenePaint2DEditor tool. Neither a new tool instance nor a game Entity; do not dispose it.

GetScriptEditorScriptEditor
# GetScriptEditor
C#
public ScriptEditor GetScriptEditor();

Return the installed Script panel instance. Its current document can be help, so GetCurrentScript()/GetCurrentEditor() need not return a script. This is not an external C# IDE object.

Returns ScriptEditor

The current editor Script panel.

GetSelectedPathsstring[]
# GetSelectedPaths
C#
public string[] GetSelectedPaths();

Returns a new string[] of paths selected in ContentBrowser. Editing the array does not change browser selection. These are not selected Entity paths.

Returns string[]

Returns a new string[] of paths selected in ContentBrowser. Editing the array does not change browser selection. These are not selected Entity paths.

GetSelectionEditorSelection
# GetSelection
C#
public EditorSelection GetSelection();

Returns the shared EditorSelection service. Use it to read/change selected Entities; it is not the ContentBrowser file selection. Do not dispose the service.

Returns EditorSelection

Returns the shared EditorSelection service. Use it to read/change selected Entities; it is not the ContentBrowser file selection. Do not dispose the service.

GetUnsavedScenesstring[]
# GetUnsavedScenes
C#
public string[] GetUnsavedScenes();

Returns paths of open levels with unsaved changes. A new level may have an empty path. This is a state snapshot, not a save operation.

Returns string[]

Returns paths of open levels with unsaved changes. A new level may have an empty path. This is a state snapshot, not a save operation.

InspectObjectvoid
# InspectObject
C#
public void InspectObject(ReckfellObject @object, string forProperty = "", bool inspectorOnly = 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.

Parameters
NameTypeDefault
objectReckfellObject—
forPropertystring""
inspectorOnlyboolfalse
IsDistractionFreeModeEnabledbool
# IsDistractionFreeModeEnabled
C#
public bool IsDistractionFreeModeEnabled();

Reads or toggles the editor’s distraction-free UI mode. Neither makes the game fullscreen nor changes the project on disk.

Returns bool

Reads or toggles the editor’s distraction-free UI mode. Neither makes the game fullscreen nor changes the project on disk.

IsEntity3DSnapEnabledbool
# IsEntity3DSnapEnabled
C#
public bool IsEntity3DSnapEnabled();

Returns true if the 3D editor currently has snapping mode enabled, and false otherwise.

Returns bool
IsExitingbool
# IsExiting
C#
public bool IsExiting();

Returns the editor’s current exiting state. Does not close the editor.

Returns bool

Returns the editor’s current exiting state. Does not close the editor.

IsMovieMakerEnabledbool
# IsMovieMakerEnabled
C#
public bool IsMovieMakerEnabled();
Returns bool
IsMultiWindowEnabledbool
# IsMultiWindowEnabled
C#
public bool IsMultiWindowEnabled();

Returns whether editor multiwindow mode is enabled. Neither counts open windows nor describes exported-game window support.

Returns bool

Returns whether editor multiwindow mode is enabled. Neither counts open windows nor describes exported-game window support.

IsObjectEditedbool
# IsObjectEdited
C#
public bool IsObjectEdited(ReckfellObject @object);

Reads the supplied object’s edited flag. Requires a non-null object. Does not test whether the inspector displays it or enumerate all unsaved levels.

Parameters
NameTypeDefault
objectReckfellObject—
object

Non-null object whose edited flag is read or set.

Returns bool

Reads the supplied object’s edited flag. Requires a non-null object. Does not test whether the inspector displays it or enumerate all unsaved levels.

IsPlayingScenebool
# IsPlayingScene
C#
public bool IsPlayingScene();

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

Returns bool
IsPluginEnabledbool
# IsPluginEnabled
C#
public bool IsPluginEnabled(string plugin);

Reads editor enabled-plugin registration. Does not check directory existence or correctness of every plugin operation.

Parameters
NameTypeDefault
pluginstring—
plugin

Addon directory name or asset:// plugin.cfg path, as in SetPluginEnabled.

Returns bool

true for an enabled registered entry; false after the checked disable operation.

MakeMeshPreviewsReckfell.Collections.Array<Texture2D>
# MakeMeshPreviews
C#
public Reckfell.Collections.Array<Texture2D> MakeMeshPreviews(Reckfell.Collections.Array<Mesh> meshes, int previewSize);

Returns mesh previews rendered at the given size as an Reckfell.Collections.Array of Texture2Ds.

Parameters
NameTypeDefault
meshesReckfell.Collections.Array<Mesh>—
previewSizeint—
Returns Reckfell.Collections.Array<Texture2D>
MarkSceneAsUnsavedvoid
# MarkSceneAsUnsaved
C#
public void MarkSceneAsUnsaved();

Marks the current level’s history unsaved and updates tabs. Neither writes a file nor creates an Undo action for extension changes.

OpenSceneFromPath2 overloads
# OpenSceneFromPath · 1/2
C#
public void OpenSceneFromPath(string scenePath);

Requests opening a level at a path. Does nothing while the editor is already changing levels. setInherited=true opens an inherited variant. The void return does not confirm successful loading.

Parameters
NameTypeDefault
scenePathstring—
scenePath

Level file path to open.

# OpenSceneFromPath · 2/2
C#
public void OpenSceneFromPath(string sceneFilepath, bool setInherited = false);

Requests opening a level at a path. Does nothing while the editor is already changing levels. setInherited=true opens an inherited variant. The void return does not confirm successful loading.

Parameters
NameTypeDefault
sceneFilepathstring—
setInheritedboolfalse
sceneFilepath

Level file path for this operation.

setInherited

Open an inherited level variant.

PlayCurrentScenevoid
# PlayCurrentScene
C#
public void PlayCurrentScene();

Plays the currently active scene.

PlayCustomScenevoid
# PlayCustomScene
C#
public void PlayCustomScene(string sceneFilepath);

Plays the scene specified by its filepath.

Parameters
NameTypeDefault
sceneFilepathstring—
PlayMainScenevoid
# PlayMainScene
C#
public void PlayMainScene();

Plays the main scene.

PopupCreateDialogvoid
# PopupCreateDialog
C#
public void PopupCreateDialog(Callable callback, StringName baseType = null, string currentType = "", string dialogTitle = "", Reckfell.Collections.Array<StringName> typeBlocklist = null);

Pops up an editor dialog for creating an object. The callback must take a single argument of type string, which will contain the type name of the selected object (or the script path of the type, if the type is created from a script), or be an empty string if no item is selected. The base_type specifies the base type of objects to display. For example, if you set this to "Resource", all types derived from Resource will display in the create dialog. The current_type will be passed in the search box of the create dialog, and the specified type can be immediately selected when the dialog pops up. If the current_type is not derived from base_type, there will be no result of the type in the dialog. The dialog_title allows you to define a custom title for the dialog. This is useful if you want to accurately hint the usage of the dialog. If the dialog_title is an empty string, the dialog will use "Create New 'Base Type'" as the default title. The type_blocklist contains a list of type names, and the types in the blocklist will be hidden from the create dialog. Note: Trying to list the base type in the type_blocklist will hide all types derived from the base type from the create dialog.

Parameters
NameTypeDefault
callbackCallable—
baseTypeStringNamenull
currentTypestring""
dialogTitlestring""
typeBlocklistReckfell.Collections.Array<StringName>null
PopupDialogvoid
# PopupDialog
C#
public void PopupDialog(Window dialog, Rect2I? rect = default);

Pops up the dialog in the editor UI with Window.PopupExclusive. The dialog must have no current parent, otherwise the method fails. See also Window.SetUnparentWhenInvisible.

Parameters
NameTypeDefault
dialogWindow—
rectRect2I?default
rect

If the parameter is null, then the default value is new Rect2I(new Vector2I(0, 0), new Vector2I(0, 0)).

PopupDialogCenteredvoid
# PopupDialogCentered
C#
public void PopupDialogCentered(Window dialog, Vector2I? minsize = default);

Pops up the dialog in the editor UI with Window.PopupExclusiveCentered. The dialog must have no current parent, otherwise the method fails. See also Window.SetUnparentWhenInvisible.

Parameters
NameTypeDefault
dialogWindow—
minsizeVector2I?default
minsize

If the parameter is null, then the default value is new Vector2I(0, 0).

PopupDialogCenteredClampedvoid
# PopupDialogCenteredClamped
C#
public void PopupDialogCenteredClamped(Window dialog, Vector2I? minsize = default, float fallbackRatio = 0.75f);

Pops up the dialog in the editor UI with Window.PopupExclusiveCenteredClamped. The dialog must have no current parent, otherwise the method fails. See also Window.SetUnparentWhenInvisible.

Parameters
NameTypeDefault
dialogWindow—
minsizeVector2I?default
fallbackRatiofloat0.75f
minsize

If the parameter is null, then the default value is new Vector2I(0, 0).

PopupDialogCenteredRatiovoid
# PopupDialogCenteredRatio
C#
public void PopupDialogCenteredRatio(Window dialog, float ratio = 0.8f);

Pops up the dialog in the editor UI with Window.PopupExclusiveCenteredRatio. The dialog must have no current parent, otherwise the method fails. See also Window.SetUnparentWhenInvisible.

Parameters
NameTypeDefault
dialogWindow—
ratiofloat0.8f
PopupEntitySelector2 overloads
# PopupEntitySelector · 1/2
C#
public void PopupEntitySelector(Callable callback, Reckfell.Collections.Array<StringName> validTypes);

Pops up an editor dialog for selecting a Entity from the edited scene. The callback must take a single argument of type EntityPath. It is called on the selected EntityPath or the empty path ^"" if the dialog is canceled. If valid_types is provided, the dialog will only show Nodes that match one of the listed Entity types. If current_value is provided, the Entity will be automatically selected in the tree, if it exists. Example: Display the node selection dialog as soon as this node is added to the tree for the first time:

Parameters
NameTypeDefault
callbackCallable—
validTypesReckfell.Collections.Array<StringName>—
# PopupEntitySelector · 2/2
C#
public void PopupEntitySelector(Callable callback, Reckfell.Collections.Array<StringName> validTypes = null, Entity currentValue = null);

Pops up an editor dialog for selecting a Entity from the edited scene. The callback must take a single argument of type EntityPath. It is called on the selected EntityPath or the empty path ^"" if the dialog is canceled. If valid_types is provided, the dialog will only show Nodes that match one of the listed Entity types. If current_value is provided, the Entity will be automatically selected in the tree, if it exists. Example: Display the node selection dialog as soon as this node is added to the tree for the first time:

Parameters
NameTypeDefault
callbackCallable—
validTypesReckfell.Collections.Array<StringName>null
currentValueEntitynull
PopupMethodSelectorvoid
# PopupMethodSelector
C#
public void PopupMethodSelector(ReckfellObject @object, Callable callback, string currentValue = "");

Pops up an editor dialog for selecting a method from object. The callback must take a single argument of type string which will contain the name of the selected method or be empty if the dialog is canceled. If current_value is provided, the method will be selected automatically in the method list, if it exists.

Parameters
NameTypeDefault
objectReckfellObject—
callbackCallable—
currentValuestring""
PopupPropertySelector4 overloads
# PopupPropertySelector · 1/4
C#
public void PopupPropertySelector(ReckfellObject @object, Callable callback, int[] typeFilter);

Pops up an editor dialog for selecting properties from object. The callback must take a single argument of type EntityPath. It is called on the selected property path (see EntityPath.GetAsPropertyPath) or the empty path ^"" if the dialog is canceled. If type_filter is provided, the dialog will only show properties that match one of the listed Variant.Type values. If current_value is provided, the property will be selected automatically in the property list, if it exists.

Parameters
NameTypeDefault
objectReckfellObject—
callbackCallable—
typeFilterint[]—
typeFilter

If the parameter is null, then the default value is Array.Empty<int>().

# PopupPropertySelector · 2/4
C#
public void PopupPropertySelector(ReckfellObject @object, Callable callback, int[] typeFilter = null, string currentValue = "");

Pops up an editor dialog for selecting properties from object. The callback must take a single argument of type EntityPath. It is called on the selected property path (see EntityPath.GetAsPropertyPath) or the empty path ^"" if the dialog is canceled. If type_filter is provided, the dialog will only show properties that match one of the listed Variant.Type values. If current_value is provided, the property will be selected automatically in the property list, if it exists.

Parameters
NameTypeDefault
objectReckfellObject—
callbackCallable—
typeFilterint[]null
currentValuestring""
typeFilter

If the parameter is null, then the default value is Array.Empty<int>().

# PopupPropertySelector · 3/4
C#
public void PopupPropertySelector(ReckfellObject @object, Callable callback, ReadOnlySpan<int> typeFilter);

Pops up an editor dialog for selecting properties from object. The callback must take a single argument of type EntityPath. It is called on the selected property path (see EntityPath.GetAsPropertyPath) or the empty path ^"" if the dialog is canceled. If type_filter is provided, the dialog will only show properties that match one of the listed Variant.Type values. If current_value is provided, the property will be selected automatically in the property list, if it exists.

Parameters
NameTypeDefault
objectReckfellObject—
callbackCallable—
typeFilterReadOnlySpan<int>—
# PopupPropertySelector · 4/4
C#
public void PopupPropertySelector(ReckfellObject @object, Callable callback, ReadOnlySpan<int> typeFilter, string currentValue);

Pops up an editor dialog for selecting properties from object. The callback must take a single argument of type EntityPath. It is called on the selected property path (see EntityPath.GetAsPropertyPath) or the empty path ^"" if the dialog is canceled. If type_filter is provided, the dialog will only show properties that match one of the listed Variant.Type values. If current_value is provided, the property will be selected automatically in the property list, if it exists.

Parameters
NameTypeDefault
objectReckfellObject—
callbackCallable—
typeFilterReadOnlySpan<int>—
currentValuestring—
PopupQuickOpenvoid
# PopupQuickOpen
C#
public void PopupQuickOpen(Callable callback, Reckfell.Collections.Array<StringName> baseTypes = null);

Pops up an editor dialog for quick selecting a resource file. The callback must take a single argument of type string which will contain the path of the selected resource or be empty if the dialog is canceled. If base_types is provided, the dialog will only show resources that match these types. Only types deriving from Resource are supported.

Parameters
NameTypeDefault
callbackCallable—
baseTypesReckfell.Collections.Array<StringName>null
ReloadSceneFromPathvoid
# ReloadSceneFromPath
C#
public void ReloadSceneFromPath(string sceneFilepath);

Requests reloading an open level from disk. This may replace unsaved changes; decide whether to save them first. Ignored while changing levels. Does not return the loading result.

Parameters
NameTypeDefault
sceneFilepathstring—
sceneFilepath

Level file path for this operation.

RestartEditorvoid
# RestartEditor
C#
public void RestartEditor(bool save = true);

Requests restarting the editor. save=true first invokes saving all levels; false skips that step. Does not return confirmation of successful file writes.

Parameters
NameTypeDefault
savebooltrue
save

Invoke saving all levels before restarting.

SaveAllScenesvoid
# SaveAllScenes
C#
public void SaveAllScenes();

Invokes the editor’s save-all-open-levels operation. Returns no aggregate file-write result and does not mean every arbitrary project resource has been saved.

SaveSceneError
# SaveScene
C#
public Error SaveScene();

For the current level with a root and an existing path, calls SaveSceneAs and returns Error.Ok. Without a root or path, returns Error.CantCreate. Ok does not forward a file-write result: the underlying call is void. A new level first needs SaveSceneAs.

Returns Error

For the current level with a root and an existing path, calls SaveSceneAs and returns Error.Ok. Without a root or path, returns Error.CantCreate. Ok does not forward a file-write result: the underlying call is void. A new level first needs SaveSceneAs.

SaveSceneAsvoid
# SaveSceneAs
C#
public void SaveSceneAs(string path, bool withPreview = true);

Requests saving the current level to path; withPreview controls preview generation. This void method returns no file-write error code. Save levels as .rscene; this does not replace the separate .rprefab creation workflow.

Parameters
NameTypeDefault
pathstring—
withPreviewbooltrue
path

Save path for the current level, ending in .rscene.

withPreview

Generate a preview when saving.

SelectFilevoid
# SelectFile
C#
public void SelectFile(string file);

Asks ContentBrowser to select a file. This navigates editor resources; it neither loads a file into the game nor changes Entity selection.

Parameters
NameTypeDefault
filestring—
file

Resource file path to select in ContentBrowser.

SetCurrentFeatureProfilevoid
# SetCurrentFeatureProfile
C#
public void SetCurrentFeatureProfile(string profileName);

Selects and activates the specified feature profile with the given profile_name. Set profile_name to an empty string to reset to the default feature profile. A feature profile can be created programmatically using the EditorFeatureProfile class. Note: The feature profile that gets activated must be located in the feature_profiles directory, as a file with the .profile extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using EditorPaths.GetConfigDir.

Parameters
NameTypeDefault
profileNamestring—
SetDistractionFreeModevoid
# SetDistractionFreeMode
C#
public void SetDistractionFreeMode(bool enter);

Reads or toggles the editor’s distraction-free UI mode. Neither makes the game fullscreen nor changes the project on disk.

Parameters
NameTypeDefault
enterbool—
enter

Enable distraction-free editor mode.

SetMainScreenEditorvoid · Deprecated
# SetMainScreenEditor
C#
public void SetMainScreenEditor(string name);

Obsolete way to focus a main-screen dock by name. Reports an error for an unknown name. In new code, retrieve a dock with GetDockByName, check for null and call MakeVisible.

Parameters
NameTypeDefault
namestring—
name

Requested dock name; use GetDockByName in new code.

SetMovieMakerEnabledvoid
# SetMovieMakerEnabled
C#
public void SetMovieMakerEnabled(bool enabled);
Parameters
NameTypeDefault
enabledbool—
SetObjectEditedvoid
# SetObjectEdited
C#
public void SetObjectEdited(ReckfellObject @object, bool edited);

Sets a non-null object’s edited flag. Does not change properties, save a file or create Undo. Use the appropriate history or MarkSceneAsUnsaved for the current level’s unsaved state.

Parameters
NameTypeDefault
objectReckfellObject—
editedbool—
object

Non-null object whose edited flag is read or set.

edited

New edited flag, without saving or Undo.

SetPluginEnabledvoid
# SetPluginEnabled
C#
public void SetPluginEnabled(string plugin, bool enabled);

Enables or disables an editor plugin. Requires a running editor and valid plugin.cfg/tool script. Returns no acknowledgement: check IsPluginEnabled and loading messages.

Parameters
NameTypeDefault
pluginstring—
enabledbool—
plugin

Directory name under asset://addons/, such as docs_scene_audit; a asset:// plugin.cfg path is also supported. Not the displayed plugin name.

enabled

Requested state. Check first: enabling an already enabled plugin or disabling an absent plugin is rejected.

StopPlayingScenevoid
# StopPlayingScene
C#
public void StopPlayingScene();

Stops the scene that is currently playing.

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