This Godot 3.2 / 3.1 Plugin allows you to view and edit hidden Metadata.
You can use this most effectively to add custom variables to any node you want without using or attaching any scripts.
- Put metadata-inspector folder into [urproject]/addons/
- Go Project -> Project Settings -> Plugins and activate Metadata Inspector
- implement a search browser
- copy rows from one node to another
- update metadata at runtime (remote variable) NOT POSSIBLE
- Choose the "Meta" tab next to the Inspector & Node tab (upper right corner)
- Now you can enter a key (left side) : value (right side) pair
- When right-clicking the key textbox, you will get a "control menu" for the entry (delete, undo, redo, move up/down, copy path)
- When right-clicking the value textbox, you will get a menu to change the type of the value (this includes dictionary and array)
- If you didn't choose a type, Metadata Inspector will auto-detect the type (1 is int, 1.0 is real, False is bool, #FF00FF is color, 1.0,1 is Vec2 and so forth)
- Press Enter
- Now you can copy the absolute path to the entry to your clipboard from the control menu and use it in other scripts
- The functions to manipulate metadata are documented in Godot in the class Object (has_meta(), get_meta(), get_meta_list(), set_meta(), remove_meta())
You shouldn't touch underscored stuff that was already there, it is from the engine and might break things.
Pro tip: You can open the Project's .tscn files with a text editor and edit the __meta__ dictionary as plain text. In case you need to e.g. completely restructure your data or using the GUI is somehow inconvenient.
MIT