0 votes

I am coding in c# (I don't want to use GDscript for technical reasons, and I am in a team so using c++ is out of the way) and I added a class wich inherit from nodes.

When linking the script to a node inside the editor, every member variables (wich were carefully exported) do show properly and I can edit them

However, I need the level designer to access an array containing x number of this script (which is a class derived from a node) and edit each one in a different way.

For some reasons, it seems to be possible since every shipped component can be modified in a list when clicking on it but doing so on mine does not work.

I have no idea what I am doing wrong ( or not doing) and searching on the internet did not bring much result except saying "place the script containing the array as a tool script" which did not work either.

TLDR:
how to do this kind of display
Took a random node

with this
With SomeNodes all being the same class

Godot version 3.4.4
in Engine by (16 points)

1 Answer

0 votes

I found how to do this by accident.
If you ever face a similar problem, create a resource (not in the scene, on the disk), name it however you want, attach to the resource the script you want to have and tadaa, you can drag n drop the resource and use it perfectly!

Edit: Or so I thought haha, back to square one

by (16 points)
edited by
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.