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Built-in plugins

The plugins that ship with Studio, the two that add blueprint nodes, how to switch one on, and what a project that uses their nodes depends on.

Studio ships three plugins of its own: Gallery, Quick Save and Menu Bar. They are installed with Studio, and the plugin list marks each of them Built-in. A built-in plugin cannot be uninstalled, and its permissions are granted with it, so switching one on shows no permission prompt.

Two of them add blueprint nodes. Those nodes are documented here, apart from the core categories, because a project has them only while the plugin is on.

PluginNodesShipsCovers
Gallery10DisabledThe EXTRA screens: CG gallery, scene recollection, music and voice, and the player's unlock record.
Quick Save3EnabledOne save slot for quick save and quick read.

The Gallery count is what the palette offers. Four older Gallery nodes are hidden from the palette and documented at the end of its page; they are not counted.

Menu Bar, the third built-in plugin, adds no nodes. It authors the menu bar of the desktop game, and each of its rows runs a built-in action or a function of App logic. A label is written directly or read from a translation key, with the same choice as a Button's label. In a project with a second language, labels written directly have rows in the translation table, under Interface text and the plugin's name, and the game shows them in the player's language; until a row is translated, the label shows as written.

Switching a plugin on

Quick Save ships enabled. Gallery and Menu Bar ship disabled. The switch belongs to Studio on this machine and applies to every project.

Switch a plugin on from the Launcher's Plugins page: find it on the Installed list and choose Enable. See Install a Plugin for when the change takes effect.

Creating a project from the Skeleton template switches Gallery on, because the template's Extra screen is built from Gallery nodes.

With Gallery on, the activity bar gains a Gallery tool and the palette gains a Gallery category. Quick Save's three nodes appear in the palette's Game category.

What a project depends on

A project that holds one of these nodes depends on the plugin that provides it. The project records the plugin as a hard dependency in its dependency table. Studio rescans that table before every run and every export, so placing the node is enough. A project created from the Skeleton template declares Gallery from its first open.

Dev Mode, Preview and a built game run the plugins the table names as hard dependencies, and no others. A built-in plugin that is enabled but not declared by the project does not run there and is not packed into the game. Dev Mode's Issues panel lists each such plugin as installed but not among the project's plugin dependencies.

When the plugin is off

Opening a project that depends on a switched-off built-in plugin raises a warning that a plugin the project needs is not available, naming it. Its Open dependencies button opens the project's dependency list, where the plugin's row reads Disabled and offers Enable.

Until the plugin is on again, its nodes stay in their graphs and draw as Unknown node cards, the project check reports each one as Unknown node type, an error that stops the build, and Preview and export stop with a message naming the plugin and the node types. See When the plugin is missing. Switching the plugin on restores the nodes with their connections.

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