Godot editor's command palette. Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor > Command Palette[/b] menu. Command key names use slash delimiters to distinguish sections Example: [code]"example/command1"[/code] then [code]example[/code] will be the section name. [codeblocks] [gdscript] var command_palette = get_editor_interface().get_command_palette() # external_command is a function that will be called with the command is executed. var command_callable = Callable(self, "external_command").bind(arguments) command_palette.add_command("command", "test/command",command_callable) [/gdscript] [csharp] EditorCommandPalette commandPalette = GetEditorInterface().GetCommandPalette(); // ExternalCommand is a function that will be called with the command is executed. Callable commandCallable = new Callable(this, nameof(ExternalCommand)); commandPalette.AddCommand("command", "test/command", commandCallable) [/csharp] [/codeblocks] [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_command_palette]. Adds a custom command to EditorCommandPalette. - [code]command_name[/code]: [String] (Name of the [b]Command[/b]. This is displayed to the user.) - [code]key_name[/code]: [String] (Name of the key for a particular [b]Command[/b]. This is used to uniquely identify the [b]Command[/b].) - [code]binded_callable[/code]: [Callable] (Callable of the [b]Command[/b]. This will be executed when the [b]Command[/b] is selected.) - [code]shortcut_text[/code]: [String] (Shortcut text of the [b]Command[/b] if available.) Removes the custom command from EditorCommandPalette. - [code]key_name[/code]: [String] (Name of the key for a particular [b]Command[/b].)