Once you create your own plugin you can export it and reuse across other projects or distribute. Use this page to learn how to do it.
Open exporting dialog by using menu item Tools -> Plugin Exporter.
Use this dialog to specify the plugin exporting options such as plugin assembly name, plugin icon or output data options.
During plugin exporting plugin source code is compiled like a normal game scripts project but the assembly name is changed from
Assembly to enter in dialog and the preprocessor variables used to indicate target platform or the environment are changed and the only used is FLAX_PLUGIN.
Short name restrictions
Plugin Short Name provided via the plugin exporting dialog is used as a plugin assembly name and has to match a certain set of limitations such as:
- it cannot be empty
- it cannot contain whitespace characters (spaces, newlines, tabs, etc.)
- it cannot use restricted names (eg.
- it must be a valid path name (it cannot contain invalid path characters such as
After exporting the plugin the output directory will contain: plugin binaries (.dll files), plugin description asset (.json file), and plugin content (Content folder; if checked to export it).
The exported plugin is very easy to distribute. You can do it manually by copying the plugin files to the target project Content subdirectory. Flax will load plugin assemblies and initialize plugins. Then plugin content can be used in the game project.
If you are plugin developer and you need more advanced plugin exporting pipeline you can use
FlaxEditor.Windows.PluginExporterDialog.DoExport method that can be invoked from editor script code to build the plugin without using UI. This can be useful when implementing more complex build pipelines and testing infrastructures.