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Clarify dock root node step and add missing C# sub-plugins example - #12417

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mhilbrunner merged 1 commit into
godotengine:masterfrom
Cappinator:fix/making-plugins-docs
Oct 5, 2026
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mhilbrunner merged 1 commit into
godotengine:masterfrom
Cappinator:fix/making-plugins-docs

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@Cappinator

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The documentation mentioned that the root node "must be a control", but Godot only shows "2D Scene", "3D Scene", "User Interface" and "Other Node". There's no clear indication that the user should choose "User Interface" to create a Control root node.

The section on sub-plugins showed only a GD code example. Fixing this by adding the C# equivalent.

The Create Root Node dialog has no button labeled "Control", which made
the "root node must be a Control" instruction hard to follow - clarify
that the "User Interface" button is the one that creates a Control node.

Also add the missing C# code-tab for the sub-plugins example, matching
the existing C# example for the autoload-registration section just above
it (EditorInterface is a singleton in C#, accessed via
EditorInterface.Singleton).
@Cappinator
Cappinator requested a review from a team as a code owner September 29, 2026 10:13
@AThousandShips AThousandShips added topic:dotnet area:manual Issues and PRs related to the Manual/Tutorials section of the documentation topic:plugin labels Sep 29, 2026
@AThousandShips
AThousandShips requested a review from a team September 29, 2026 10:16

@raulsntos raulsntos left a comment

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The C# code is correct and works as expected.

@Calinou Calinou left a comment

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Looks good to me.

@mhilbrunner
mhilbrunner merged commit 035849b into godotengine:master Oct 5, 2026
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@mhilbrunner

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Merged. Thanks and congrats on your first merged contribution!

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area:manual Issues and PRs related to the Manual/Tutorials section of the documentation topic:dotnet topic:plugin

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5 participants