6 Steps to Add Description to Resource on Godot - Early Finder
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6 Steps to Add Description to Resource on Godot

Godot resource tutorial – In this article, we will show you how to add description to resource on Godot Resource so you can keep your project documentation tidy and intuitive.

If you’ve spent any time experimenting with Godot, you’ve likely encountered something called a Resource. Resources in Godot can be anything from textures and audio files to custom data classes you create to store game-related information. But what if you want to give these resources a human-readable description—maybe for your own reference, or to help other team members understand what the resource is for?

What Is a Resource in Godot?

In case you need a quick refresher: in Godot, a Resource is a data container that can be saved and loaded from disk. Common examples of resources include textures, sounds, shaders, and so on. However, you can also create custom resource scripts that act like data containers for your game. This flexibility is incredibly useful for storing things like enemy stats, item definitions, or even quest data.

Why Add a Description to a Resource?

  1. Documentation: Having a quick text description can help you or your teammates understand what the resource is supposed to do, especially if you revisit the project after a long break.
  2. Editor Clarity: When you expose a description property in Godot, it becomes more intuitive to see at a glance what each resource is for.
  3. Collaboration: If you work on a team, a description property ensures everyone is on the same page—no guesswork required.

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Step 1: Create a Custom Resource Script

The first step is to create a custom script that extends Godot’s Resource class. Here’s how you can do it:

  1. Right-click in the FileSystem panel in the Godot Editor and select New Script (or add a new script in your preferred way).
  2. Select the path where you’d like the script to be saved.
  3. Choose extends Resource.
  4. Give it a name, such as DescriptionResource.gd.

Your script might look like this:

gdscript
extends Resource

# Let's declare our custom description property
@export var description: String = ""

Breaking it down

  • extends Resource: Tells Godot this script is a Resource.
  • @export var description: String = "": This exports the description variable to the Editor so you can see and modify it in the Inspector panel. Using @export (Godot 4.x) or export (Godot 3.x) makes the property available in the Editor.

Step 2: Enable “Tool” Mode (Optional)

If you want your script to run in the Editor itself (rather than just at runtime), you can enable tool mode. This is especially handy if you plan on doing any editor-specific logic with your resource.

gdscript
tool
extends Resource

@export var description: String = ""

  • tool: This keyword tells Godot that the script can run in the Editor. This allows you to add custom editor plugins or advanced features. However, if you only need a simple description, you can skip this step.

Step 3: Save and Create a Resource Instance

Once you have your custom Resource script ready, you can create an instance of it:

  1. In the FileSystem panel, right-click where you want to create the resource.
  2. Select New Resource.
  3. In the “Create New Resource” dialog, scroll to find the script you just created (e.g., DescriptionResource.gd).
  4. Click Create and give your resource file a name, like EnemyData.tres or ItemDefinition.tres.

Now, when you click on that .tres file, you’ll see the description field in the Inspector. You can type in any text you want as a description. For instance, “High-level boss enemy with special attacks” or “Consumable potion that restores health.”

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Step 4: Accessing the Description in Code

Let’s say you want to display this description somewhere in your game—maybe in a debug menu or a tooltip. Accessing it in code is straightforward. Suppose you’ve loaded your resource into a variable called my_resource. You can do this:

gdscript
var my_resource = load("res://Data/EnemyData.tres")
print(my_resource.description) # Prints the text you've set in the Inspector

This prints the description to the console (or logs). Of course, you can integrate this data anywhere in your game logic—like setting UI labels.

Step 5: Keep Your Descriptions Organized

A single description field might be enough for simple use cases, but if you find yourself needing more details or structured data, consider adding additional properties:

gdscript
extends Resource

@export var title: String = "Untitled"
@export var description: String = "No description"
@export var category: String = "Misc"

Now you can categorize and label your resources in a more detailed way. This approach is great for robust inventory systems or narrative-driven games where you might have items, quests, or characters that need thorough descriptions.

Common Pitfalls and Tips

  1. Forgetting to Save: Remember to save your .tres resource after adding or changing the description. Otherwise, your changes might be lost.
  2. Mixing Godot Versions: Godot 3.x uses export instead of @export. Make sure to adjust your code accordingly if you’re on an older version.
  3. File Paths: When loading resources, ensure the file path is correct—typos are a common cause of errors.
  4. Using Tool Mode: If you’re using tool mode for editor scripts, test them thoroughly. Editor scripts can introduce complexities if not handled correctly.

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Frequently Asked Questions (FAQ)

1. Can I add a description to built-in resources like textures or sounds?

You can’t modify the internal structure of Godot’s built-in resource types (like Texture2D), but you can wrap them in a custom resource. For instance, create a resource that stores a Texture2D along with a description property.

2. Do I need to recompile anything to see the description in the Inspector?

No. Godot handles that dynamically. Just make sure your script extends Resource and the property is exported. You’ll see it in the Inspector once you save or switch back to the Editor.

3. Is there a performance impact when using custom resources with descriptions?

A simple string property like description has negligible performance overhead. You’d have to store a large amount of data before noticing any performance impact.

4. Can I localize the description for multiple languages?

Yes, you can integrate Godot’s Localization system. Instead of a plain text field, you might store a key that references localized text in your translation files.

5. Is there a way to automatically generate tooltips from these descriptions in the Godot Editor?

By default, no. However, if you enable tool mode and write an EditorPlugin, you can customize the Inspector to display descriptions as tooltips or additional text.

Conclusion

Adding a description field to your Godot resources is a simple yet powerful way to keep your project organized, document your work, and collaborate effectively. By creating a custom Resource script, you can tailor the data structure exactly to your game’s needs—whether it’s for item definitions, quest logs, or complex data-driven systems.

Remember: a bit of extra documentation today can save you a lot of confusion tomorrow. So go ahead, give your resources the descriptions they deserve, and enjoy a more streamlined development process in Godot!

Want more Godot tips?
Check out other tutorials on script optimization, editor plugins, and resource management to level up your Godot game development skills! If you found this article helpful, feel free to share it with other devs who might benefit.

Happy game developing!

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