The manifest.json file

The manifest is where you include metadata about your plugin. Simply put, the manifest is a list of facts about your plugin in the form of a JSON object. No executable code goes into your manifest.

Example manifest

{
    "id": "YOUR_ID_HERE",
    "name": "Name of Your Plugin",
    "version": "0.0.1",
    "icons": [
        { "width": 24, "height": 24, "path": "images/icon@1x.png" },
        { "width": 48, "height": 48, "path": "images/icon@2x.png" }
    ],
    "host": {
        "app": "XD",
        "minVersion": "21.0"
    },

    "uiEntryPoints": [
        {
            "type": "menu",
            "label": "Hello World Command",
            "commandId": "helloCommand"
        },
        {
            "type": "panel",
            "label": "Hello World Panel",
            "panelId": "helloPanel"
        }
    ]
}

See the sections below to learn more about each key/value field. All fields are required unless otherwise noted below.

Top-level metadata

The top level of the manifest JSON object contains high-level information about your plugin.

Here are the definitions of the keywords in the "Required" column:

  • Develop - required field for XD to run the plugin. If excluded, XD won't load the plugin
  • Publish - required field for plugins to be submitted in the I/O Console and published in the Plugin Manager
Key path Type Description Required
id string Unique identifier for your plugin. You can get your unique ID on the Adobe I/O Console. Develop / Publish
name string The name should be 3 - 45 characters.
Note: We recommend your plugin name matches the project name you created when getting your plugin ID from the I/O Console.
Develop / Publish
version string Version number of your plugin in x.y.z format.
Version must be three segments and each version component must be between 0 and 99.
Develop / Publish
icons array<object> Icons displayed in XD's plugins panel.
PNG, JPG/JPEG formats are supported and the max file size for each icon is 1MB.
Two sizes are required - [24, 48].
Note: Icons for XD's Plugin Manager are uploaded directly via the I/O Console, not included within your plugin itself. See our "Publishing your plugin" guide to learn more.
Publish
host.app string Indicates that this is a plugin for Adobe XD (currently, the only valid value here is "XD"). Develop / Publish
host.minVersion string Minimum required version of the host app (in x.y format) that can run this plugin. The lowest valid version for headless and modal plugins is 13.0. The lowest valid version for panel plugins is 21.0.
Note: The version number must be two segments. Typically, you'll leave the minor segment set to 0, e.g. 16.0.
Develop / Publish
host.maxVersion string Maximum version of host app that can run this plugin. Same formatting as host.minVersion. Optional
uiEntryPoints array<MenuItemDefinition> Describes the entries your plugin adds to the Plugins menu & "plugin launchpad" sidebar in XD. See the next section for details. Develop / Publish

UI entry points

The uiEntryPoints field is an array of objects matching the MenuItemDefinition format specified below. These entries appear both in the Plugins menu in the native menubar, and the "plugin launchpad" sidebar panel. See Plugin menu structure for details on how these entries are displayed.

Each entry point specifies either commandId or panelId, to create either a direct-action command or a panel show/hide command.

Key Type Description
type string Entry point type: either "menu" or "panel".
label ?string|LocaleMap Required if multiple MenuItemDefinition objects defined; ignored if only one defined.

Label for this menu item that the user will select to run your plugin. May be a single string or a dictionary of localized strings.
commandId string Specify commandId to create a menu item that runs plugin code directly -- either a headless command, or a command with modal dialog UI. This identifier links the menu item to a handler function in your plugin's JavaScript code. This identifier needs to be unique within your plugin. Don't specify commandId and panelId at the same time.
panelId string Specify panelId to create a menu item that opens panel UI for your plugin. This identifier links the menu item to a panel definition object in your plugin's JavaScript code. This identifier needs to be unique within your plugin. Don't specify commandId and panelId at the same time.
shortcut Object Optional. Object defining Mac and Windows keyboard shortcuts for this menu item. See "Keyboard shortcuts" below for details.

Keyboard shortcuts

Example: "shortcut": { "mac": "Cmd+Shift+P", "win": "Ctrl+Shift+P" }

Keyboard shortcuts are defined separately for each platform. Each definition is a string that follows this syntax:

  • One or more modifier keys, in any order, each one followed by "+"

    • Mac: modifiers may be Cmd, Ctrl, Opt / Alt, or Shift. Shortcut must contain at least one of Cmd or Ctrl.
    • Win: modifiers may be Ctrl, Alt, or Shift. Shortcut must contain Ctrl.
  • A letter or number key.

    • Letters are case-insensitive (e.g. "Cmd+P" and "Cmd+p" mean the same thing and neither requires pressing Shift).
    • Other keys (including punctuation, arrow keys, or F1-F12) are currently not supported.

If your shortcut collides with a built-in XD command or another plugin's shortcut, your shortcut will be ignored and you'll see a warning printed to the developer console.

Plugin menu item labels or panel labels can be localized to match XD's current UI language setting. Other manifest fields such as name and description cannot be localized yet.

Localized labels are represented as an object containing multiple translations, instead of a single string value:

"label": {
    "default": "Menu Label",
    "fr": "Etiquette de Menu",
    "de": "Menübezeichnung"
}

A default string is always required. The language must be a two-letter code from ISO 639-1, not a hyphenated code such as en-US. To avoid inconsistency with the rest of XD's built-in menu items, languages that aren't supported by XD are ignored.

You can also localize strings that appear in your plugin's own dialog UI, by choosing which strings to use in your UI based on the value of application.appLanguage.

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