diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst
index 8941aaef723..2170bcd6712 100644
--- a/tutorials/plugins/editor/making_plugins.rst
+++ b/tutorials/plugins/editor/making_plugins.rst
@@ -399,3 +399,35 @@ C++ modules.
You can make your own plugins to help yourself and share them in the
`Asset Library `_ so that people
can benefit from your work.
+
+.. _doc_making_plugins_autoload:
+
+Registering autoloads/singletons in plugins
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+It is possible for editor plugins to automatically register
+:ref:`autoloads ` when the plugin is enabled.
+This also includes unregistering the autoload when the plugin is disabled.
+
+This makes setting up plugins faster for users, as they no longer have to manually
+add autoloads to their project settings if your editor plugin requires the use of
+an autoload.
+
+Use the following code to register a singleton from an editor plugin:
+
+::
+
+ @tool
+ extends EditorPlugin
+
+ # Replace this value with a PascalCase autoload name, as per the GDScript style guide.
+ const AUTOLOAD_NAME = "SomeAutoload"
+
+
+ func _enter_tree():
+ # The autoload can be a scene or script file.
+ add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn")
+
+
+ func _exit_tree():
+ remove_autoload_singleton(AUTOLOAD_NAME)
diff --git a/tutorials/scripting/singletons_autoload.rst b/tutorials/scripting/singletons_autoload.rst
index 13a5eedf724..61c317bf054 100644
--- a/tutorials/scripting/singletons_autoload.rst
+++ b/tutorials/scripting/singletons_autoload.rst
@@ -40,6 +40,12 @@ Autoloading nodes and scripts can give us these characteristics.
Godot won't make an AutoLoad a "true" singleton as per the singleton design
pattern. It may still be instanced more than once by the user if desired.
+.. tip::
+
+ If you're creating an autoload as part of an editor plugin, consider
+ :ref:`registering it automatically in the Project Settings `
+ when the plugin is enabled.
+
AutoLoad
--------