GDScript exports¶
Introduction to exports¶
In Godot, class members can be exported. This means their value gets saved along
with the resource (such as the scene) they're
attached to. They will also be available for editing in the property editor.
Exporting is done by using the @export
annotation.
@export var number: int = 5
In that example the value 5
will be saved and visible in the property editor.
An exported variable must be initialized to a constant expression or have a type specifier in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the Examples section below).
One of the fundamental benefits of exporting member variables is to have them visible and editable in the editor. This way, artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided.
Note
Exporting properties can also be done in other languages such as C#. The syntax varies depending on the language. See C# exports for information on C# exports.
Basic use¶
If the exported value assigns a constant or constant expression, the type will be inferred and used in the editor.
@export var number = 5
If there's no default value, you can add a type to the variable.
@export var number: int
Resources and nodes can be exported.
@export var resource: Resource
@export var node: Node
Grouping Exports¶
It is possible to group your exported properties inside the Inspector
with the @export_group
annotation. Every exported property after this annotation will be added to
the group. Start a new group or use @export_group("")
to break out.
@export_group("My Properties")
@export var number = 3
The second argument of the annotation can be used to only group properties with the specified prefix.
Groups cannot be nested, use @export_subgroup to create subgroups within a group.
@export_subgroup("Extra Properties")
@export var string = ""
@export var flag = false
You can also change the name of your main category, or create additional categories in the property list with the @export_category annotation.
@export_category("Main Category")
@export var number = 3
@export var string = ""
@export_category("Extra Category")
@export var flag = false
Note
The list of properties is organized based on the class inheritance and new categories break that expectation. Use them carefully, especially when creating projects for public use.
Strings as paths¶
String as a path to a file.
@export_file var f
String as a path to a directory.
@export_dir var f
String as a path to a file, custom filter provided as hint.
@export_file("*.txt") var f
Using paths in the global filesystem is also possible, but only in scripts in tool mode.
String as a path to a PNG file in the global filesystem.
@export_global_file("*.png") var tool_image
String as a path to a directory in the global filesystem.
@export_global_dir var tool_dir
The multiline annotation tells the editor to show a large input field for editing over multiple lines.
@export_multiline var text
Limiting editor input ranges¶
Allow integer values from 0 to 20.
@export_range(0, 20) var i
Allow integer values from -10 to 20.
@export_range(-10, 20) var j
Allow floats from -10 to 20 and snap the value to multiples of 0.2.
@export_range(-10, 20, 0.2) var k: float
The limits can be only for the slider if you add the hints "or_greater" and/or "or_less".
@export_range(0, 100, 1, "or_greater", "or_less")
Floats with easing hint¶
Display a visual representation of the 'ease()' function when editing.
@export_exp_easing var transition_speed
Colors¶
Regular color given as red-green-blue-alpha value.
@export var col: Color
Color given as red-green-blue value (alpha will always be 1).
@export_color_no_alpha var col: Color
Nodes¶
Since Godot 4.0, nodes can be directly exported as properties in a script without having to use NodePaths:
# Allows any node.
@export var node: Node
# Allows any node that inherits from BaseButton.
# Custom classes declared with `class_name` can also be used.
@export var some_button: BaseButton
Exporting NodePaths like in Godot 3.x is still possible, in case you need it:
@export var node_path: NodePath
var node = get_node(node_path)
If you want to limit the types of nodes for NodePaths, you can use the @export_node_path annotation:
@export_node_path("Button", "TouchScreenButton") var some_button
Resources¶
@export var resource: Resource
In the Inspector, you can then drag and drop a resource file from the FileSystem dock into the variable slot.
Opening the inspector dropdown may result in an extremely long list of possible classes to create, however. Therefore, if you specify an extension of Resource such as:
@export var resource: AnimationNode
The drop-down menu will be limited to AnimationNode and all its inherited classes.
It must be noted that even if the script is not being run while in the editor, the exported properties are still editable. This can be used in conjunction with a script in "tool" mode.