Clarify that EditorScript can only run using the internal script editor
Unless there's some hidden functionality somewhere, the docs state incorrectly that you can run an C# EditorScript even though there is no File > Run for C# scripts.
Edit: found that both C# and GDScript scripts can run, but only using the internal editor. This PR adds a note about that to the docs.
It totally works.
What do you mean exactly by "there is no File > Run for C# scripts"? This describes the Godot editor UI. If you use an external editor for coding in C# (which is to be expected, of course), then no, there is probably no way to trigger this from there.
I honestly didn't even know you could open C# scripts into the internal script editor. I tried but now I realize I had the editor setting 'Use External Editor' checked so I essentially never saw the internal editor, and there was no entry point for me to run the EditorScript.
I guess the larger issue here is that there is no entry point to run an EditorScript for people using an eternal script editor. And regardless of that UX overlook (good for an issue on the engine itself I guess) this fact is not in the documentation whatsoever. Will think about how to put that in the docs now.
This is a problem for GDScript-based EditorScripts as well. I want us to have a way to trigger any of the scripts from anywhere in the editor. This would also automatically resolve your issue, since you wouldn't need to open the script to run it. Although with C# you need to make sure to build the solution first, of course.
This is still a bit of an awkward PR, because the underlying feature is awkward. Should I close this?
This is still a bit of an awkward PR, because the underlying feature is awkward. Should I close this?
The awkwardness of the underlying feature may be improved by https://github.com/godotengine/godot/pull/99318.
In the meantime, I don't mind this PR, though it does now need a rebase.
@tetrapod00 rebase done!
Applied tetrapod's suggestion
Thanks!