haxe externs | editor plugin | demo | api doc | discussions
Godot 3.3 engine editor plugin to help with Haxe development.
The plugin is still in alpha, open an issue for bug reports or feature requests.
The plugin isn't yet available on the godot asset library, to install it you can either:
-
download this repository and extract it in the
addons/haxe
folder of your projectYou need to remove the
editor-plugin-main
folder added by github: haveaddons/haxe/plugin.cfg
notaddons/haxe/editor-plugin-main/plugin.cfg
-
add it as a submodule
git submodule add https://github.com/HaxeGodot/editor-plugin.git addons/haxe
You need to enable the plugin by going in the Project -> Project Settings menu, Plugins tab, and checking the Enabled box for the Haxe plugin.
Haxe support requires Godot C#, if it hasn't been setup click on Project -> Tools -> C# -> Create C# solution.
The plugin can setup by clicking on the Project -> Tools -> Haxe -> Setup menu.
This will check for the presence of the godot haxelib, update the C# solution and add a hxml. If the project already contains some of these files the setup will be stopped.
You can also do a manual setup if you want more control.
You can add/load/remove a Haxe script on a node by clicking on it, and in the inspector in Node -> Script -> Haxe Script click on the resource box.
When creating or clicking Edit on an script it'll open in your editor. By default it is configured for VSCode, and can be changed in Project -> Project Settings -> Haxe -> External Editor. For now only None
and VSCode
are supported.
You need to build the Haxe code before launching your game, you can do that:
- by manually using the hxml
haxe build.hxml
- through your editor
- directly in the Godot editor in the bottom tab Haxe -> Build Haxe Project
Note: The files in scripts/
must all define their main type, for a file Foo.hx
you must have the type Foo
, otherwise compilation will fail.
Example hxml:
--cs build
--define net-ver=50
--define no-compilation
--define analyzer-optimize
--class-path scripts
--library godot
--macro godot.Godot.buildProject()
--dce full
Modify the <PropertyGroups>
of the csproj
file:
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<TargetFramework>netstandard2.1</TargetFramework>
The plugin is MIT licensed.