Introduction to Playnite extensions
Playnite can be extended via extensions implemented via scripts and plugins:
- Scripts: PowerShell and IronPython scripts are supported.
- Plugins: Any .NET Framework compatible language can be used (
Extensions fall under several categories of extended functionality that are available based on selected implementation:
|Executable menu entry||•||•|
|Reacting to game events||•||•|
Executable menu entry- adds new executable menu entry under main menu's
Reacting to game events- executes code when various game events occurs, like when game is started or stopped for example.
Library importer- provides automatic import of games from various sources. For example all currently supported external clients (Steam, GOG, Origin etc.) are implemented via this extension type.
Metadata provider- provides metadata for games in Playnite. Our default metadata provider, IGDB.com, is also implemented as a metadata plugin.
1. Directory structure and location
First create new extension folder inside of Playnite's
Extensions directory. Location of
Extensions directory differs based on Playnite's installation type:
- Portable version:
Extensionsfolder directly inside of Playnite's installation location.
- Installed version:
2. Manifest file
Every extension must provide valid manifest file in order to be recognized and loaded by Playnite. Manifest is YAML formatted file called
extension.yaml that must be stored inside of extension directory.
Resulting folder structure should look something like this:
├──Install directory or %AppData%\Playnite │ └── Extensions │ └── PluginFolder │ ├── extension.yaml │ └── scriptFileName.py or pluginFileName.dll
See manifest file documentation page for more information about manifest contents.
3. Implementing extension
For scripts see scripting introduction page.
For plugins see plugins introduction page.
4. Loading extensions
Extensions are loaded automatically by Playnite at every startup (unless extension is disabled via settings menu). Script can be reloaded at runtime via
Tools -> Reload Scripts menu. Plugins can't be reloaded at runtime.