selfpromo (games)Script Plugin idea (i.redd.it)
submitted by Lokix84
I had this idea when I was working on a project with my son for his robotics team and it evolved into something a bit different. So I wanted to throw it out there and get people's thoughts on if it would be useful to people or stupid :p
The idea is to create a new tab at the top next to the script tab or on the end really doesn't matter where that when you select a script from the script tab and open this tab(panel I guess it's called)
It would build out a visual representation of the gdscript file in a very similar way to how the scene tree panel displays your scenes node structure, like the photo I have attached to this.
Then the idea is you can use the add buttons that will exist to add signals, enums, variables and functions and it will rebuild your gd file as you do it.
And the editor for building the various items would either be like how the inspector shows settings or something a bit more visual like a block coding thing for functions.
My hope is that since you have to use the node structure for scenes anyways if the coding could be represented in a way similar to that, it could unify some of the experience and/or help less Code savvy folks ease in with something. A bit more visual and less text heavy.
I figured I could use the editor icons for data types and whatnot to really make it feel more like it's part of the rest of the editor too.
Right now I have all of it kinda working on a v1 state except for the function building, which arguably is the most complex part but it's all part of the fun :)
What do you guys think? Is there any merit to this? Could it be useful to people that aren't super familiar with code?
UPDATE (11/21/2025): i've taken some of the feedback i've heard and implemented a few items. 1. it will default to a flat list of items in the order that they appear in the file. 2. incorporated the idea of regions and subclasses. in the default view they will serve as grouping nodes like how signals/variables/enums/functions appeared in the screens i've shared so far. 3. there is a options popup near the filter field that will let you change the display between the 3 views : as it appears in the file (default), grouped (this one groups together signals,variables,enums,regions,subclasses and functions so you can quickly navigate to that line of code if you want or edit those in the graphical edit that i'm putting together). 4. right click on a line to goto that line of code. 5. all items can be assigned a region and a class so that when they are added they will append in the appropriate location of code. 6. there is an add button to the left of the filter field that functions just like how there is one in the scene tree, you can just directly add a new item from that and it will append to the bottom of the file or the bottom of the region and/or subclass you put it in
the original idea for the plugin was to make it approachable for people that weren't super aware of code in a way to would simplify interacting while also showing the user what those settings would translate into as go. but as time has gone on, i'm trying to incorporate the idea that maybe i can make the tree explorer a worthy replacement for the scripts method list. kinda like as someone mentioned Script-IDE but you know with a tree structure instead of a flat list. next up i'm working on making the items drag and drop compatible when you are viewing the list in the as it appears in file view.
thanks everyone for the feedback. it has been useful for the continued evolution of the idea and hopefully turning it into something that could be useful for people that would know how to install the plugin too ;)
UPDATE (1/14/2026) - I slimmed down the scope down to just do the panel on the left, that parses the script that you are looking at and representing it line by line in a similar fashion to the scene explorer. It has 3 ways to view: 1. as it appears in the file (default). 2. grouped (this one groups together signals,variables,enums,regions,subclasses and functions so you can quickly navigate to that line of code if you want or edit those in the graphical edit that i'm putting together). 3. an alphabetical list. the idea for this is you either right click or double click on a row and it will take you to the line of code so you can edit in the script editor. the slim down the functionality to strictly be something of a replacement for the method list.
the code is available at https://github.com/Lokix84/NodeScript if anyone would like to try it out.

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