Edit of asset "Custom Project Runner" Accepted

Old/Current New/Edit
Title Custom Project Runner
Description Plugin that can run your project and pass some data from editor to your game. For example, you can run the game and spawn player at the position of cursor in the editor to quickly test parts of a level.

Before using the plugin, you need to configure it first by editing "addons/CustomRunner/Config.gd" file, following the comments in the file. There are 3 methods to change:

_can_play_scene() - called when pressing the plugin shortcut (F7 by default). The current scene is passed to that method and if it returns true, the plugin will run the project. You can for example check if this scene is a Level class (if you have one).

_gather_variables() - called before running the project from the plugin. Use add_variable() to add variables that you want to pass from editor to the game. By default it passes "scene" variable, which contains filename of the current scene. There's also an example line that adds current cursor position.

_get_game_scene() - return the main scene you want to run. This should be your "game" scene, i.e. scene that has player, HUD and instantiates the level etc. Leave empty to run the currently opened scene instead.

After the project is started using the plugin, use CustomRunner.get_variable(variable_name) to retrieve the data passed from the editor. You can also use CustomRunner.is_custom_running() to check if the game is running using the plugin and data is available.

You can use Shift + F7 to repeat the last custom run, in case you want to test the same scene multiple times.

Check the repository page for more info and example project. The CustomRunner class also has a documentation.
Plugin that can run your project and pass some data from editor to your game. For example, you can run the game and spawn player at the position of cursor in the editor to quickly test parts of a level.

Before using the plugin, you need to configure it first by editing "addons/CustomRunner/CustomRunner.gd" file, following the comments in the file. The interesting bit are 3 methods:

_can_play_scene() - called when pressing the plugin shortcut (F7 by default). The current scene is passed to that method and if it returns true, the plugin will run the project. You can for example check if this scene is a Level class (if you have one).

_gather_variables() - called before running the project from the plugin. Use add_variable() to add variables that you want to pass from editor to the game. By default it passes "scene" variable, which contains filename of the current scene. There's also an example line that adds current cursor position.

_get_game_scene() - return the main scene you want to run. This should be your "game" scene, i.e. scene that has player, HUD and instantiates the level etc. Leave empty to run the currently opened scene instead.

After the project is started using the plugin, use CustomRunner.get_variable(variable_name) to retrieve the data passed from the editor. You can also use CustomRunner.is_custom_running() to check if the game is running using the plugin and data is available.

You can use Shift + F7 to repeat the last custom run, in case you want to test the same scene multiple times.

Check the repository page for more info and example project. The CustomRunner class also has a documentation.
Category Tools
License MIT
Repository Provider GitHub
Repository Url https://github.com/KoBeWi/Godot-Custom-Runner
Issues Url https://github.com/KoBeWi/Godot-Custom-Runner/issues
Godot version Godot 4.0
Version String 1.3.1 1.3
Download Commit d6e13f3869829f107a48a7b81d22d7a9e3c0b51b fad8eb6b18c636e4aa7d324d41118f572913020d
Download Url (Computed) https://github.com/KoBeWi/Godot-Custom-Runner/archive/d6e13f3869829f107a48a7b81d22d7a9e3c0b51b.zip https://github.com/KoBeWi/Godot-Custom-Runner/archive/fad8eb6b18c636e4aa7d324d41118f572913020d.zip
Icon Url https://github.com/KoBeWi/Godot-Custom-Runner/blob/master/Media/Icon.png?raw=1