Class reference writing guidelines
This page explains how to write the class reference. You will learn where to write new descriptions for the classes, methods, and properties for Godot’s built-in node types.
See also
To learn to submit your changes to the Godot project using the Git version control system, see Contributing to the class reference.
The reference for each class is contained in an XML file like the one below:
<class name="Node2D" inherits="CanvasItem" version="4.0">
<brief_description>
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
</brief_description>
<description>
A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
</description>
<tutorials>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
</tutorials>
<methods>
<method name="apply_scale">
<return type="void">
</return>
<argument index="0" name="ratio" type="Vector2">
</argument>
<description>
Multiplies the current scale by the [code]ratio[/code] vector.
</description>
</method>
[...]
<method name="translate">
<return type="void">
</return>
<argument index="0" name="offset" type="Vector2">
</argument>
<description>
Translates the node by the given [code]offset[/code] in local coordinates.
</description>
</method>
</methods>
<members>
<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
Global position.
</member>
[...]
<member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
</member>
</members>
<constants>
</constants>
</class>
It starts with brief and long descriptions. In the generated docs, the brief description is always at the top of the page, while the long description lies below the list of methods, variables, and constants. You can find methods, member variables, constants, and signals in separate XML nodes.
For each, you want to learn how they work in Godot’s source code. Then, fill their documentation by completing or improving the text in these tags:
<brief_description>
<description>
<constant>
<method> (in its <description> tag; return types and arguments don’t take separate documentation strings)
<member>
<signal> (in its <description> tag; arguments don’t take separate documentation strings)
<constant>
Write in a clear and simple language. Always follow the writing guidelines to keep your descriptions short and easy to read. Do not leave empty lines in the descriptions: each line in the XML file will result in a new paragraph, even if it is empty.
How to edit class XML
Edit the file for your chosen class in doc/classes/
to update the class reference. The folder contains an XML file for each class. The XML lists the constants and methods you will find in the class reference. Godot generates and updates the XML automatically.
Note
For some modules in the engine’s source code, you’ll find the XML files in the modules/<module_name>/doc_classes/
directory instead.
Edit it using your favorite text editor. If you use a code editor, make sure that it doesn’t change the indent style: you should use tabs for the XML and four spaces inside BBCode-style blocks. More on that below.
To check that the modifications you’ve made are correct in the generated documentation, navigate to the doc/
folder and run the command make rst
. This will convert the XML files to the online documentation’s format and output errors if anything’s wrong.
Alternatively, you can build Godot and open the modified page in the built-in code reference. To learn how to compile the engine, read the compilation guide.
We recommend using a code editor that supports XML files like Vim, Atom, Visual Studio Code, Notepad++, or another to comfortably edit the file. You can also use their search feature to find classes and properties quickly.
Improve formatting with BBCode style tags
Godot’s class reference supports BBCode-like tags. They add nice formatting to the text. Here’s the list of available tags:
Tag | Effect | Usage | Result |
---|---|---|---|
[Class] | Link a class | Move the [Sprite]. | Move the Sprite. |
[method methodname] | Link to a method in this class | Call [method hide]. | Call hide. |
[method Class.methodname] | Link to another class’s method | Call [method Spatial.hide]. | Call hide. |
[member membername] | Link to a member in this class | Get [member scale]. | Get scale. |
[member Class.membername] | Link to another class’s member | Get [member Node2D.scale]. | Get scale. |
[signal signalname] | Link to a signal in this class | Emit [signal renamed]. | Emit renamed. |
[signal Class.signalname] | Link to another class’s signal | Emit [signal Node.renamed]. | Emit renamed. |
[b] [/b] | Bold | Some [b]bold[/b] text. | Some bold text. |
[i] [/i] | Italic | Some [i]italic[/i] text. | Some italic text. |
[code] [/code] | Monospace | Some [code]monospace[/code] text. | Some |
[kbd] [/kbd] | Keyboard/mouse shortcut | Some [kbd]Ctrl + C[/kbd] key. | Some Ctrl + C key. |
[codeblock] [/codeblock] | Multiline preformatted block | See below. | See below. |
[codeblocks] [/codeblocks] | [codeblock] for multiple languages | See below. | See below. |
[gdscript] [/gdscript] | GDScript codeblock tab in codeblocks | See below. | See below. |
[csharp] [/csharp] | C# codeblock tab in codeblocks | See below. | See below. |
Use [codeblock]
for pre-formatted code blocks. Inside [codeblock]
, always use four spaces for indentation. The parser will delete tabs. For example:
[codeblock]
func _ready():
var sprite = get_node("Sprite")
print(sprite.get_pos())
[/codeblock]
Will display as:
func _ready():
var sprite = get_node("Sprite")
print(sprite.get_pos())
If you need to have different code version in GDScript and C#, use [codeblocks]
instead. If you use [codeblocks]
, you also need to have at least one of the language-specific tags, [gdscript]
and [csharp]
.
Always write GDScript code examples first! You can use this experimental code translation tool to speed up your workflow.
[codeblocks]
[gdscript]
func _ready():
var sprite = get_node("Sprite")
print(sprite.get_pos())
[/gdscript]
[csharp]
public override void _Ready()
{
var sprite = GetNode("Sprite");
GD.Print(sprite.GetPos());
}
[/csharp]
[/codeblocks]
The above will display as:
GDScript C#
func _ready():
var sprite = get_node("Sprite")
print(sprite.get_pos())
public override void _Ready()
{
var sprite = GetNode("Sprite");
GD.Print(sprite.GetPos());
}
To denote important information, add a paragraph starting with “[b]Note:[/b]“ at the end of the description:
[b]Note:[/b] Only available when using the Vulkan renderer.
To denote crucial information that could cause security issues or loss of data if not followed carefully, add a paragraph starting with “[b]Warning:[/b]“ at the end of the description:
[b]Warning:[/b] If this property is set to [code]true[/code], it allows clients to execute arbitrary code on the server.
For deprecated properties, add a paragraph starting with “[i]Deprecated.[/i]“. Notice the use of italics instead of bold:
[i]Deprecated.[/i] This property has been replaced by [member other_property].
In all the paragraphs described above, make sure the punctuation is part of the BBCode tags for consistency.
I don’t know what this method does!
No problem. Leave it behind, and list the methods you skipped when you request a pull of your changes. Another writer will take care of it.
You can still look at the methods’ implementation in Godot’s source code on GitHub. If you have doubts, feel free to ask on the Q&A website and Godot Contributors Chat.