Transition Configurator Plugin
A Godot 4.x editor plugin that simplifies configuring TransitionPiece exits in the King's Quest IV remake.
Features
- Fuzzy search for finding rooms quickly
- Visual selection of destination TransitionPieces as arrival points
- Bidirectional wiring - automatically updates return transitions
- Validation - warns if destination doesn't have appropriate arrival points
- Auto-reload - refreshes scenes in editor after changes
Installation
- Copy the
addons/transition_configurator/folder to your project'saddons/directory - Enable the plugin in Project Settings → Plugins
- Restart the editor (recommended)
Usage
- Select a TransitionPiece node in your scene
- In the Inspector, click the "Configure Exit..." button
- Use the search box to filter rooms (fuzzy matching)
- Click on a room to see its available TransitionPieces
- Select an arrival point
- Click Apply Changes
The plugin will:
- Update the selected TransitionPiece's
targetandappear_at_nodeproperties - Update (or create) the return transition in the destination room
- Reload the destination scene in the editor
How It Works
- Room Discovery: Scans
res://scenes/for.tscnfiles starting withkq4_ - Arrival Points: Lists all TransitionPiece instances in the selected room
- Bidirectional Updates: Finds or creates a return TransitionPiece named after the current room
- UID Resolution: Extracts UIDs from scene files for proper target references
Files
plugin.cfg- Plugin metadatatransition_configurator.gd- Main EditorPlugin entry pointtransition_inspector_plugin.gd- Adds UI to TransitionPiece inspectorconfig_dialog.gd- Configuration dialog with search and selectionfuzzy_search.gd- Fuzzy text matching utility
Requirements
- Godot 4.x
- TransitionPiece class (class_name TransitionPiece)
- Room scenes in
res://scenes/followingkq4_XXX_*naming convention
Notes
- The plugin uses UndoRedo for source scene changes
- Destination scene changes are saved and reloaded automatically
- If bidirectional update fails, the source changes are still applied