Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

GDScript documentation comments

In GDScript, comments can be used to document your code and add description to the members of a script. There are two differences between a normal comment and a documentation comment. Firstly, a documentation comment should start with double hash symbols ##. Secondly, it must immediately precede a script member, or for script descriptions, be placed at the top of the script. If an exported variable is documented, its description is used as a tooltip in the editor. This documentation can be generated as XML files by the editor.

Documenting a script

Comments documenting a script must come before any member documentation. A suggested format for script documentation can be divided into three parts.

  • A brief description of the script.

  • Detailed description.

  • Tutorials.

To separate these from each other, the documentation comments use special tags. The tag must be at the beginning of a line (ignoring preceding white space) and has the format @, followed by the keyword and finishing with a colon.

Tags

Brief description

No tag and lives at the very beginning of the documentation section.

Description

Use one blank line to separate the description from the brief.

Tutorial

@tutorial[( The Title Here )]:

Example:

extends Node2D

## A brief description of your script.
##
## A more detailed description of the script.
##
## @tutorial:            https://the/tutorial1/url.com
## @tutorial(Tutorial2): https://the/tutorial2/url.com

Warning

If there is any space in between the tag name and colon, for example @tutorial  :, it won't be treated as a valid tag and will be ignored.

Note

When the description spans multiple lines, the preceding and trailing white spaces will be stripped and joined with a single space. To preserve the line break use [br]. See also BBCode and class reference below.

Documenting script members

Documentation of a script member must immediately precede the member or its annotations if it has any. The exception to this is enum values whose description should be on the same line as the enum for readability. The description can have more than one line but every line must start with the double hash symbol ## to be considered as part of the documentation. The script documentation will update in the editor help window every time the script is updated. If any member variable or function name starts with an underscore it will be treated as private. It will not appear in the documentation and will be ignored in the help window.

Members that are applicable for the documentation:

  • Inner class

  • Constant

  • Function

  • Signal

  • Variable

  • Enum

  • Enum value

Examples

extends Node2D

## A brief description of your script.
##
## The description of the script, what it can do,
## and any further detail.
##
## @tutorial:            https://the/tutorial1/url.com
## @tutorial(Tutorial2): https://the/tutorial2/url.com

## The description of the variable v1.
var v1

## This is a multi line description of the variable v2. The type
## information below will be extracted for the documentation.
var v2: int

## If the member has any annotation, the annotation should
## immediately precede it.
@export
@onready
var v3 := some_func()

## The description of a constant.
const GRAVITY = 9.8

## The description of a signal.
signal my_signal

## This is a description of the below enums. Note below that
## the enum values are documented on the same line as the enum.
enum Direction {
    UP    = 0,  ## Direction up.
    DOWN  = 1,  ## Direction down.
    LEFT  = 2,  ## Direction left.
    RIGHT = 3,  ## Direction right.
}

## As the following function is documented, even though its name starts with
## an underscore, it will appear in the help window.
func _fn(p1: int, p2: String) -> int:
    return 0

# The below function isn't documented and its name starts with an underscore
# so it will treated as private and will not be shown in the help window.
func _internal() -> void:
    pass

## Documenting an inner class.
##
## The same rules apply apply here. The documentation must
## immediately precede the class definition.
##
## @tutorial: https://the/tutorial/url.com
class Inner:

    ## Inner class variable v4.
    var v4

    ## Inner class function fn.
    func fn(): pass

BBCode and class reference

The editor help window which renders the documentation supports bbcode. As a result it's possible to align and format the documentation. Color texts, images, fonts, tables, URLs, animation effects, etc. can be added with the bbcode.

Godot's class reference supports BBCode-like tags. They add nice formatting to the text which could also be used in the documentation. See also class reference bbcode. Here's the list of available tags:

Tag

Effect

Usage

Result

[Class]

Link a class

Move the [Sprite2D].

Move the Sprite2D.

[annotation name]

Link to an annotation in this class

See [annotation @export].

See @GDScript.@export.

[annotation Class.name]

Link to another class's annotation, many default annotations are in @GDScript

See [annotation @GDScript.@export].

See @GDScript.@export.

[constant name]

Link to a constant in this class

See [constant KEY_ESCAPE].

See @GlobalScope.KEY_ESCAPE.

[constant Class.name]

Link to another class's constant

See [constant @GlobalScope.KEY_ESCAPE].

See @GlobalScope.KEY_ESCAPE.

[enum enumname]

Link to an enum in this class

See [enum ArrayType].

See ArrayType.

[enum Class.enumname]

Link to another class's enum

See [enum Mesh.ArrayType].

See ArrayType.

[method methodname]

Link to a method in this class

Call [method hide].

Call hide.

[method Class.methodname]

Link to another class's method

Call [method Node3D.hide].

Call hide.

[member membername]

Link to a member in this class

Get [member scale].

Get scale.

[member Class.membername]

Link to another class's member

Get [member Node2D.scale].

Get scale.

[signal signalname]

Link to a signal in this class

Emit [signal renamed].

Emit renamed.

[signal Class.signalname]

Link to another class's signal

Emit [signal Node.renamed].

Emit renamed.

[br]

Line break

Line 1.[br]
Line 2.
Line 1.
Line 2.

[b] [/b]

Bold

Some [b]bold[/b] text.

Some bold text.

[i] [/i]

Italic

Some [i]italic[/i] text.

Some italic text.

[code] [/code]

Monospace

Some [code]monospace[/code] text.

Some monospace text.

[kbd] [/kbd]

Keyboard/mouse shortcut

Some [kbd]Ctrl + C[/kbd] key.

Some Ctrl + C key.

[codeblock] [/codeblock]

Multiline preformatted block

See below.

See below.

Warning

Use [codeblock] for pre-formatted code blocks. Inside [codeblock], always use four spaces for indentation (the parser will delete tabs).

## The do_something method for this plugin. before using the
## method you first have to initialize [MyPlugin].
## see : [method initialize]
## [color=yellow]Warning:[/color] always [method clean] after use.
## Usage:
##     [codeblock]
##     func _ready():
##         the_plugin.initialize()
##         the_plugin.do_something()
##         the_plugin.clean()
##     [/codeblock]
func do_something():
    pass