diff --git a/tutorials/plugins/editor/img/making_plugins-create_plugin_dialog.webp b/tutorials/plugins/editor/img/making_plugins-create_plugin_dialog.webp index 3e2cbcaea5f..774db91a770 100644 Binary files a/tutorials/plugins/editor/img/making_plugins-create_plugin_dialog.webp and b/tutorials/plugins/editor/img/making_plugins-create_plugin_dialog.webp differ diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst index d2ba0e3c9ec..3aae2c2b0c3 100644 --- a/tutorials/plugins/editor/making_plugins.rst +++ b/tutorials/plugins/editor/making_plugins.rst @@ -53,7 +53,6 @@ To continue with the example, use the following values: Version: 1.0.0 Language: GDScript Script Name: custom_node.gd - Activate now: No .. code-tab:: ini C# @@ -64,12 +63,10 @@ To continue with the example, use the following values: Version: 1.0.0 Language: C# Script Name: CustomNode.cs - Activate now: No .. warning:: - Unchecking the ``Activate now?`` option in C# is always required because, - like every other C# script, the EditorPlugin script needs to be compiled which + In C#, the EditorPlugin script needs to be compiled, which requires building the project. After building the project the plugin can be enabled in the ``Plugins`` tab of ``Project Settings``.