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Ho do I create an export variable whose value I can select from multiple pesets in a dropdown menu?
In Unity it would look like this in code :
public List<var> list = new List<var>();
Is it possible in Godot? If so, how is it done?
The magic word is
List for GDscript (your question is marked gdscript but you have C# code, are you using Mono?)
export(Array) var arr = [
EDIT: I don’t really understand what you mean by presets, do you want a dictionary of bools with the ability to turn some of them on/off in the Editor inspector?
No, the code is an example of how it’s done in Unity. I want to do the same thing in Godot in GDScript.
I want to be able to set the variable in the inspector with a dropdown menu containing custom options that map to an index. Is it possible in Godot?
Unityfugee | 2021-01-25 23:54
I’m pretty sure I understand now, my apologies. It is possible (and I learned something finding this)! Here is where someone has asked about it before, with further links to the docs.
export(int, "option1", "option 2", "option 3") var my_custom_property
It works, thanks!
Unityfugee | 2021-01-26 20:28