Sometime ago I saw a preview video of upcoming features. One was the posibility to create @export buttons so you don't need to use setget instead.

However I can't find anything about it anywhere. Is it planned for later? Or does my mind play tricks on me and it all was a dream?

  • popcar2 replied to this.
  • trizZzle Unfortunately the PR adding this is still a draft so it's not clear when it will be added. It's tagged for 4.3 though: https://github.com/godotengine/godot/pull/78355

    (I know you mentioned setget in the post, this is for other people reading in the future)
    For now you can just export a bool in your tool script, then create a setter for it that runs your function. That works fine.

    trizZzle Unfortunately the PR adding this is still a draft so it's not clear when it will be added. It's tagged for 4.3 though: https://github.com/godotengine/godot/pull/78355

    (I know you mentioned setget in the post, this is for other people reading in the future)
    For now you can just export a bool in your tool script, then create a setter for it that runs your function. That works fine.

    DaveTheCoder Are you referring to the @export annotation that lets you set script variables in the Inspector?
    https://docs.godotengine.org/en/4.2/tutorials/scripting/gdscript/gdscript_exports.html#gdscript-exported-properties

    No, there was a feature announced that allows you to create buttons that show up in the inspector, which sometimes can be very useful for testing functions without running the game.
    See @popcar2 's answer.

    10 months later