2026-07-20 –, Workshop Room 2
Godot's custom @tool scripts and addons are a great way to augment your development flow in the editor, but there's a dark underbelly to this side of scripting that you might not have considered: the EditorUndoRedoManager. It is a key piece that you need to utilize well in order to manage your modified data reliably. If you've ever run into issues with desynced or invalid game state after an undo or redo, this talk is for you!
In this talk, I will go over the purpose of the EditorUndoRedoManager, how to take advantage of it for general tool & addon use cases, and even how to perform some editor sorcery thanks to the power of MERGE MODES. I will share some of my experiences working with it through our team's efforts on TurnTide Tales, and how I've managed to navigate around some truly nasty pitfalls that are easily overlooked. My goal is that by the end of this talk, you will be better informed in how to design editor-adjacent code that behaves well with the ctrl+z undo, ctrl+shift+z / ctrl+y redo actions that developers intuitively rely on all the time!
intermediate & advanced programmers with an interest in Godot editor tooling
Promotional Links:Hey there! I'm a Godot enthusiast who has been playing around with the engine since 2019, working on both small & large games (and tools) along the way. It's been a joy to see all the engine improvements in that time! Now I'm working with some friends on our upcoming Godot-made game TurnTide Tales, a swashbuckling tactics adventure!