Creating script templates
Script Create Dialog while creating a new script:
A set of default script templates is provided by default, but it’s also possible to modify existing and create new ones, both per project and the editor.
Locating the templates
There are two places where templates can be managed.
Editor-defined templates
These are available globally throughout any project. The location of these templates are determined per each OS:
%APPDATA%\Godot\script_templates\$HOME/.config/godot/script_templates/$HOME/Library/Application Support/Godot/script_templates/script_templatesis detected, Godot will create a default set of built-in templates automatically, so this logic can be used to reset the default templates in case you’ve accidentally overwritten them.Project-defined templates
res://script_templates/directory. The path can be changed by configuring theeditor/script_templates_search_pathsetting in the ProjectSettings, both via code and the editor.script_templatesdirectory is found within a project, it is simply ignored.Language support and overriding behavior
gdandcsrespectively. Note.gdignorefile. The directory won’t be visible throughout the project’s filesystem anymore, yet the templates can be modified by an external text editor anytime. The built-in editor templates are automatically shadowed by the project-specific templates given both scripts have the same filename.Default template
Defaulttemplate is always generated dynamically per language and cannot be configured nor overridden, but you can use these as the base for creating other templates. GDScript C#extends %BASE%# Declare member variables here. Examples:# var a%INT_TYPE% = 2# var b%STRING_TYPE% = "text"# Called when the node enters the scene tree for the first time.func _ready()%VOID_RETURN%: pass # Replace with function body.# Called every frame. 'delta' is the elapsed time since the previous frame.#func _process(delta%FLOAT_TYPE%)%VOID_RETURN%:# pass
using Godot;using System;public class %CLASS% : %BASE%{ // Declare member variables here. Examples: // private int a = 2; // private string b = "text"; // Called when the node enters the scene tree for the first time. public override void _Ready() { }// // Called every frame. 'delta' is the elapsed time since the previous frame.// public override void _Process(float delta)// {//// }}
List of template placeholders
The following describes the complete list of built-in template placeholders which are currently implemented.Base placeholders
Type placeholders
text_editor/completion/add_type_hintssetting in the EditorSettings.
