-
-
Notifications
You must be signed in to change notification settings - Fork 97
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Remove "addon" versus "plugin" inconsistencies by adopting a single name for both #118
Comments
Note that this can be worked around by creating an empty script as the main plugin script (example). This is the approach I recommend using. As for naming inconsistencies, we should probably ensure that "add-ons" are always referred as "plugins" if they contain code that is meant to run within the editor. Otherwise, the term "add-on" should be used. |
Keep in mind that we have an asset library, which has addons (scripts, shaders, etc) and projects (demos and templates). So we have:
And there are already addons in the asset library that include files outside of the "addons" folder, or even don't have an "addons" folder at all. If these addons should be tracked in project settings then Godot needs to be able to track addons everywhere (which makes it even more clear that the "addons" folder is for "plugins"). Alternatively addons should be limted to the "addons" folder. It appears to me that the simpler solution is to rename the "addons" to "plugins" (as the linked issue suggests). After all the editor will look for plugins ( So I believe it should be:
However, there are already addons for Godot 4 on the asset library that use the "addons" folder, so I'm not sure this should be changed at all (plus keeping the same name will make migrating project easier). Perhaps a deprecation system where both folders are supported but the "addons" folder causes a warning? Although Godot 4 is meant to breaking compatibility so a deprecation system makes little sense. I fear that asking everybody to resubmit their Godot 4 assets is too much to ask. Edit: After considering also #1205 and #3782 I think it is potentially better if Godot track addons anywhere (although it is not simpler). |
Huh, is there a difference between addons and plugins? I don't think that is widely understood by the community. |
An add-on is generally understood as any third-party code/assets (this may be one or more editor plugins), while a plugin is specifically an editor plugin. |
Describe the project you are working on:
I work on a lot of plugins.
Describe the problem or limitation you are having in your project:
The terms
addon
andplugin
are terms that are often used interchangeably in the community (with good reason, since so many addons include plugins). However, not all addons are plugins. There are a couple places still where wires get crossed.plugin.cfg
, notaddon.cfg
. This invites confusion to users who may be under the impression that the EditorPlugin is a necessary part of their addon.Describe how this feature / enhancement will help you overcome this problem or limitation:
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:
Describe implementation detail for your proposal (in code), if possible:
I would just add a setting in PluginCreateDialog that allows users to leave the plugin script path empty (so that it doesn't generate one) and then update the Plugin tab to be the Addon tab instead and specifically flag whether an addon has a plugin (with all of them being toggleable).
If this enhancement will not be used often, can it be worked around with a few lines of script?:
It is an editor change and a breaking API change for the addon system. So no.
Is there a reason why this should be core and not an add-on in the asset library?:
See above.
The text was updated successfully, but these errors were encountered: