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ePlugin Framework

Godot’s built-in plugin system provides a simple way to enable editor plugins, but it does not manage their broader project dependencies. In practice, plugins are limited to their own code and autoload registration; NuGet packages, project references, solution entries, and external dependencies must otherwise be configured manually.

ePlugin Framework adds a dependency and installation layer for Godot’s C# editor plugins. Plugins declare their requirements in a reproducible recipe, allowing the same plugin setup to be installed consistently across machines, projects, and team members.

Features

  • Reproducible plugin installations based on declarative recipes
  • NuGet package management, including external and local sources
  • Project and solution reference management
  • Plugin dependencies and version requirements
  • Autoload registration
  • Managed asset and source directories
  • Automatic installation when a plugin is enabled
  • Automatic cleanup when a plugin is disabled
  • Dependency-aware plugin activation and deactivation
  • Pluggable logging
  • Plugin migration and lifecycle management
  • Included sample plugins and automated tests

How It Works

Consumer plugins implement the IEEditorPlugin interface and define their requirements using the fluent builder API. ePlugin Framework then applies those requirements when the plugin is enabled and reverses them when it is disabled.

This makes complex C# editor plugins easier to distribute and ensures that required packages, references, dependencies, and project configuration are set up consistently without relying on undocumented manual steps.

Requirements

  • Godot 4.4 or later with .NET support
  • .NET 8 SDK or later

ePlugin Framework is intended for developers building advanced Godot C# editor plugins that need dependency management, project integration, and repeatable installation beyond the capabilities of Godot’s built-in plugin system.

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