Base script that can be used to add extension functions to the editor. Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. [b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled. [b]Example script:[/b] [codeblocks] [gdscript] tool extends EditorScript func _run(): print("Hello from the Godot Editor!") [/gdscript] [csharp] using Godot; using System; [Tool] public class HelloEditor : EditorScript { public override void _Run() { GD.Print("Hello from the Godot Editor!"); } } [/csharp] [/codeblocks] [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock. This method is executed by the Editor when [b]File > Run[/b] is used. Adds [code]node[/code] as a child of the root node in the editor context. [b]Warning:[/b] The implementation of this method is currently disabled. Returns the [EditorInterface] singleton instance. Returns the Editor's currently active scene.