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Collection and script

Open the Hengo tab in the bottom panel of the Godot editor. If it is not there, the plugin is not enabled, see Installation.

Four areas, and you will use all of them: the narrow Scripts rail on the far left, the side panel next to it with its three tabs, the canvas in the middle where you build, and the top bar above it.

The four areas of the panel, and the Scripts rail expanding.

The full tour is in The Interface.

On the Dashboard tab, click New Collection, type My Collection, and hit Create. The row that appears is the collection: clicking it opens it.

Creating My Collection from the Dashboard, then opening it.

A collection is a group of scripts that open and compile together, so scripts that talk to each other stay side by side: a player, its weapon and its bullet in one, a menu in another. Everything in a single collection also works.

Scripts are created from the Scripts rail, not from the Dashboard. Expand the rail and click the + next to the title.

  • Script name: my sprite
  • Extend from: Sprite2D
  • Then Create and Open
Creating my sprite as a Sprite2D from the Scripts rail.

Two things about that dialog:

  • No underscores or casing needed. Type my sprite, Hengo writes my_sprite.gd.
  • The class you extend filters what you are offered. A Sprite2D script is never offered 3D physics actions, and the built-in values a field can read are filtered the same way. Pick the class of the node the script will actually sit on.

Two folders appear in your project, and they are not the same kind of thing:

FolderWhat it is
res://hengo/collections/The source: your graph, the thing you edit
res://hengo/scripts/The build: plain .gd files, the thing Godot runs

You attach the file from scripts/ to a node, and never edit it by hand: the next compile overwrites it. Source and Build has the details.

The two folders Hengo writes, the source and the build.