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Editor plugin types

Choose panels, a main workspace, or another extension point.

Choose the smallest extension point for the task. A custom panel does not require an importer, and an Inspector customization does not require a new main screen.

TaskType / mechanism
Add menus/panels and manage registrationsEditorPlugin with [Tool].
Run script logic during editing[Tool] and Engine.IsEditorHint().
One manually launched editor operationEditorScript._Run(), distinct from plugin lifecycle.
Customize property presentationEditorInspectorPlugin, registered through EditorPlugin.
Import a custom formatEditorImportPlugin.
Add a 3D gizmoEditorEntity3DGizmoPlugin.
Create a dedicated workspaceEditorDock with MainScreen slot.

Start with the panel/menu example: register in _EnterTree() and remove registrations/owned objects in _ExitTree(). Reenabling must produce exactly one panel and handler.

If code changes the edited hierarchy, separately design editor UndoRedo and saved-object ownership. The example reads data, so it creates no scene edits requiring undo.

The main-screen example uses current AddDock() and EditorDock.DockSlot.MainScreen: workspace. It does not require the older _HasMainScreen() / _MakeVisible() scheme.

Two EditorDock placements, menu handling, reenablement, and cleanup were executed. EditorScript, Inspector, importers, gizmos, scene edits, and visual rendering were not tested here; the table explains API purpose rather than proving every extension type.

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