- Edited
Hello,
Godot Engine v3.1.beta1.mono.official MacOS
In gdScript if I have a node and attach a script that includes a small code block
extends Resource
class_name SuperObject
export(string)var name=bestDayIs
Save both the node and script as SuperObject
I can then right click in the file system -> new resource and quick search SuperObject.
How do I accomplish this in C#? I've tried inheriting Resource, Reference Object attaching to various nodes or no node. example of a test
`using Godot; using System;
public class SuperObj2 : Resource { [Export] public string State; }`
Is there an attribute that is required? Something to tell the editor to allow this class to be usable as a resource?
EDIT
Based on this article: https://docs.godotengine.org/en/3.0/getting_started/scripting/c_sharp/c_sharp_basics.html It states, "Writing editor plugins and tool scripts in C# is not yet supported". Being new to Godot I am not certain of the terminology. This might be what I'm trying to accomplish and can't yet be done.