managing_editor_features.rst 2.1 KB

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  1. .. _doc_managing_editor_features:
  2. Managing editor features
  3. ========================
  4. Introduction
  5. ------------
  6. In certain situations, it may be desirable to limit what features can be used
  7. in the Godot editor. For example, a UI designer on a team who doesn't need to
  8. see 3D features, or an educator slowly introducing features to students. Godot
  9. has a built in system called "feature profiles" to do this.
  10. With feature profiles, major features and nodes can be hidden from the editor.
  11. This only hides parts of the interface and does not actually remove support for
  12. these features, so scenes and scripts relying on those features will still work fine.
  13. This also means feature profiles are not an optimization technique. For
  14. information on how to optimize Godot see :ref:`doc_optimization`.
  15. Creating a profile
  16. ------------------
  17. To manage editor features go to **Editor > Manage Editor Features**. This
  18. will open the **Manage Editor Feature Profiles** window. By default there
  19. will be no profile. Click on **Create Profile** and give it a name. You will
  20. then see a list of all the features in the Godot editor.
  21. ..img:: img/configure_profile.png
  22. The first section allows major editor features to be removed, such as the 3D
  23. editor or scripting editor. Below the main features is every class and node in
  24. Godot, which can be disabled as well. Click on a node and all of its properties
  25. and options will be listed in the **Extra Items** box, these can all be
  26. individually disabled.
  27. ..img:: img/node_features.png
  28. Sharing a profile
  29. -----------------
  30. To share profiles between editors click on the **Export** button. Save the custom
  31. profile somewhere as a ``.profile`` file. To use this in another editor open that
  32. editor's **Manage Editor Feature Profiles** window and click import, then select the
  33. ``.profile`` file.
  34. This process is potentially cumbersome however if a large amount of computers need
  35. custom profiles. As an alternative, you can enable self-contained mode for Godot,
  36. which allows putting all editor configuration in the same folder as the editor binary.
  37. See :ref:`doc_data_paths_self_contained_mode` for details.