Open thinkrapido opened 3 years ago
cc @neikeq
It is not possible to work that way and create a plugin.
It's less convenient to use absolute paths, but I wouldn't say it's impossible either.
You also need to rebuild the project and disable-enable the plugin all over again to fetch the latest changes
This is an expected limitation of C# editor plugins right now. It's recommended to write editor plugins in GDScript due to this. You can still use C# for the rest of your project.
C# and C++, Java, C, Fortran,.... All compiled language needs to rebuild every time you make changes, Unity don't have to do this because every time its editor loss focus and active again Unity will start to rebuild the project and get the newest changes for you.
preload
in GDScript and GD. Load
in C# always look in root project since the first time.
disable-enable the plugin all over again to fetch the latest changes
This happens with GDScript as well.
Godot version
3.3.2.stable.mono.official
System information
Windows 10, GLES 3
Issue description
searches from Project root not from addons//....
It is not possible to work that way and create a plugin.
You also can't enable the EditorPlugin before you have saved and then build the whole project.
Steps to reproduce
Follow https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html for c# editor plugin.
It won't work until you didn't build the project first time.
Second, this issue, relative paths to MyButton can't be accessed in this addon folder because
var script = GD.Load<Script>("MyButton.cs");
searches from project root.You also need to rebuild the project and disable-enable the plugin all over again to fetch the latest changes
Minimal reproduction project
No response