godot export scene variable code example
Example 1: godot export var
# If the exported value assigns a constant or constant expression,
# the type will be inferred and used in the editor.
export var number = 5
# Export can take a basic data type as an argument, which will be
# used in the editor.
export(int) var number
# Export can also take a resource type to use as a hint.
export(Texture) var character_face
export(PackedScene) var scene_file
# There are many resource types that can be used this way, try e.g.
# the following to list them:
export(Resource) var resource
# Integers and strings hint enumerated values.
# Editor will enumerate as 0, 1 and 2.
export(int, "Warrior", "Magician", "Thief") var character_class
# Editor will enumerate with string names.
export(String, "Rebecca", "Mary", "Leah") var character_name
# Named enum values
# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
export(NamedEnum) var x
# Strings as paths
# String is a path to a file.
export(String, FILE) var f
# String is a path to a directory.
export(String, DIR) var f
# String is a path to a file, custom filter provided as hint.
export(String, FILE, "*.txt") var f
# Using paths in the global filesystem is also possible,
# but only in scripts in "tool" mode.
# String is a path to a PNG file in the global filesystem.
export(String, FILE, GLOBAL, "*.png") var tool_image
# String is a path to a directory in the global filesystem.
export(String, DIR, GLOBAL) var tool_dir
# The MULTILINE setting tells the editor to show a large input
# field for editing over multiple lines.
export(String, MULTILINE) var text
# Limiting editor input ranges
# Allow integer values from 0 to 20.
export(int, 20) var i
# Allow integer values from -10 to 20.
export(int, -10, 20) var j
# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
export(float, -10, 20, 0.2) var k
# Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
# while snapping to steps of 20. The editor will present a
# slider for easily editing the value.
export(float, EXP, 100, 1000, 20) var l
# Floats with easing hint
# Display a visual representation of the 'ease()' function
# when editing.
export(float, EASE) var transition_speed
# Colors
# Color given as red-green-blue value (alpha will always be 1).
export(Color, RGB) var col
# Color given as red-green-blue-alpha value.
export(Color, RGBA) var col
# Nodes
# Another node in the scene can be exported as a NodePath.
export(NodePath) var node_path
# Do take note that the node itself isn't being exported -
# there is one more step to call the true node:
var node = get_node(node_path)
# Resources
export(Resource) var 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(AnimationNode) var resource
# The drop-down menu will be limited to AnimationNode and all
# its inherited classes.
Example 2: godot export var
# If the exported value assigns a constant or constant expression,
# the type will be inferred and used in the editor.
export var number = 5
# Export can take a basic data type as an argument, which will be
# used in the editor.
export(int) var number
# Export can also take a resource type to use as a hint.
export(Texture) var character_face
export(PackedScene) var scene_file
# There are many resource types that can be used this way, try e.g.
# the following to list them:
export(Resource) var resource
# Integers and strings hint enumerated values.
# Editor will enumerate as 0, 1 and 2.
export(int, "Warrior", "Magician", "Thief") var character_class
# Editor will enumerate with string names.
export(String, "Rebecca", "Mary", "Leah") var character_name
# Named enum values
# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
export(NamedEnum) var x
# Strings as paths
# String is a path to a file.
export(String, FILE) var f
# String is a path to a directory.
export(String, DIR) var f
# String is a path to a file, custom filter provided as hint.
export(String, FILE, "*.txt") var f
# Using paths in the global filesystem is also possible,
# but only in scripts in "tool" mode.
# String is a path to a PNG file in the global filesystem.
export(String, FILE, GLOBAL, "*.png") var tool_image
# String is a path to a directory in the global filesystem.
export(String, DIR, GLOBAL) var tool_dir
# The MULTILINE setting tells the editor to show a large input
# field for editing over multiple lines.
export(String, MULTILINE) var text
# Limiting editor input ranges
# Allow integer values from 0 to 20.
export(int, 20) var i
# Allow integer values from -10 to 20.
export(int, -10, 20) var j
# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
export(float, -10, 20, 0.2) var k
# Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
# while snapping to steps of 20. The editor will present a
# slider for easily editing the value.
export(float, EXP, 100, 1000, 20) var l
# Floats with easing hint
# Display a visual representation of the 'ease()' function
# when editing.
export(float, EASE) var transition_speed
# Colors
# Color given as red-green-blue value (alpha will always be 1).
export(Color, RGB) var col
# Color given as red-green-blue-alpha value.
export(Color, RGBA) var col
# Nodes
# Another node in the scene can be exported as a NodePath.
export(NodePath) var node_path
# Do take note that the node itself isn't being exported -
# there is one more step to call the true node:
var node = get_node(node_path)
# Resources
export(Resource) var 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(AnimationNode) var resource
# The drop-down menu will be limited to AnimationNode and all
# its inherited classes.