EditorShapes is a small plugin for Godot 4.X that allows you to define shapes directly in the editor for drawing or logic purposes.
The main advantage of this plugin is that every node in Godot that allows you to define a shape and edit it by dragging its handles is either a physics-based node or a Control node that doesn’t inherit from the Node2D hierarchy. This plugin adds that same functionality, with a Node2D based node that doesn’t implement any physics behavior.
If you want to test the plugin, there is a sample project to help you understand how it works. Clone the whole repository (by using git clone, downloading it from GitHub won’t work) and you’ll have access to the sample project:
git clone https://github.com/Xesa/editor-shapes
Features
- Add shapes by either:
- Adding a
RectangleZone2Dnode to your scene. - Declaring a
RectangleEditorShape2Dproperty in your script. - Declaring a
Vector2property namededitor_shape_sizein your script.
- Adding a
- Customize your shapes by using
EditorShapeConfiguration2Dresources. - Add masks by using
RectangleMaskingZone2Dnodes.
Links
Screenshots
Works like a built-in editable shape

Snap to grid, customizable for each node

Customize editor colors and make the shape visible at runtime

Create masks
