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As far as I know the editor can't generally be run in headless mode except for certain stuff like exporting and generation, but those are all specific modes that don't utilize scripts, so what functionality of the eidtor would make sense to use in a headless mode? None of the editor core functionality works with it in that mode, as it all relies on the editor interface, what specific behavior would you use? You don't mention why you need this functionality, please explain this Since this has no actual ideas for how this should be done I'll go ahead and convert it to a discussion |
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It's possible to open the editor in a specific scene, e.g. |
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Describe the project you are working on
Someone on Reddit wants to run a headless script from CMD that extends EditorScript. The person faced the problem that the script must extend
SceneTree
orMainLoop
, but when they do that, the editor specific functions are not available anymore.Describe the problem or limitation you are having in your project
Cannot run headless editor script from CMD
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Allowing to run headless editor scripts would open opportunity for new ways to utilize headless scripts.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Don't know how it would work as I don't know the inner workings of Godot, sorry
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not that I know of
Is there a reason why this should be core and not an add-on in the asset library?
This should be in core because to me it seems like a must-have feature for core.
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