Plugins: choose a task
Installation, tool code, and editor extensions.
A plugin extends project or editor tools. First decide whether code runs during editing or in the running game. These are different contexts with different available objects.
| Task | Start here |
|---|---|
| Install an addon | Plugin installation. |
| Add an editor panel and command | Complete EditorPlugin example. |
| Add a dedicated workspace | Main-screen EditorDock. |
| Run C# during editing | Tool code and lifecycle. |
| Choose an editor extension type | Editor plugin types. |
An editor plugin is not a character component and should not be attached to a game level to launch it. Build the C# project before enabling a plugin; saving a file does not replace building.
The checked examples only read the edited hierarchy and manage their own panels. Installation requires no engine sources. Activation, callbacks, and cleanup were checked in a separate editor project; physical clicks, panel appearance, and game exports were not.
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