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2 changes: 1 addition & 1 deletion automated_updates_data.json
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@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "2aa0fdea7bb1367dae9b31588ad3702f8f1b5be5",
"last_automated_updates_commit": "3e59726a89258471323568d0a1f1cb592d843463",
"last_improved_things": [
{
"date": "2026-02-16",
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2 changes: 2 additions & 0 deletions docs/gdevelop5/interface/scene-editor/index.md
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Expand Up @@ -54,6 +54,8 @@ Another method to unlock an instance is finding the instance on the [instance pa
All objects share common properties (as well as common actions and conditions in events). **You can [learn about these here](/gdevelop5/objects/base_object)**.
* Some objects can also have special properties. For example, a [Sprite object](/gdevelop5/objects/sprite) allow you to set the initial animation of each instance on the scene (the default animation being the first). Read about [objects](/gdevelop5/objects) to see all the objects that you can use in GDevelop.

If the object has [behaviors](/gdevelop5/behaviors), their properties are also listed in the panel. Changing them here overrides the behavior values for the selected instance(s) only, without affecting the other instances of the object. You can select several instances to edit their behavior properties all at once.

!!! tip

While the difference between an instance and an object can be fuzzy if you're new to GDevelop, it's important to understand that an **object** is like a *blueprint* (it's also called a "Class" in some programming languages). You can have multiple objects *living* on the scene: these are called **instances**.
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19 changes: 19 additions & 0 deletions docs/gdevelop5/tutorials/how-to-use-gdevelop-as-a-team/index.md
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Expand Up @@ -97,6 +97,25 @@ toolbarButtons:

A button with a `hook` still appears in the toolbar and can be clicked manually as well. GDevelop will show a one-time security confirmation before running any npm script, since scripts execute on your computer.

### Custom resource properties

You can declare extra, editable fields for your project's resources (images, audio, fonts...) by adding a `resourceCustomProperties` section to `gdevelop-settings.yaml`. These fields show up in the **Resource Properties** editor and are saved into the project alongside each resource. This is useful for teams who want to attach custom metadata to resources, for example to drive their own asset processing pipeline.

```yaml
resourceCustomProperties:
- name: "compress"
label: "Compress on export"
type: "boolean"
description: "Whether this asset should be compressed by our build pipeline"
resourceKinds: ["image"]
- name: "quality"
label: "Quality"
type: "number"
resourceKinds: ["image"]
```

Each entry requires `name` (the key stored with the resource) and `type` (`string`, `boolean` or `number`). You can also add a `label` (shown in the editor), a `description` (shown as a hint) and `resourceKinds` to restrict which kinds of resources display the field.

!!! note

Project-specific settings and custom toolbar buttons are only supported in the desktop version of GDevelop.