Thank you for reaching out to us. You have deleted this topic, which likely means that you found the solution yourself. This question has been answered before and you likely found one of these answers, but I think it does not hurt to answer this again, especially since I already wrote the answer and then sat in a never ending meeting In general, we also prefer topics not to be deleted, but rather have them pointing to the correct solution, so that future readers will find solutions over multiple search entries.
This can be solved in this specific case with
c4d.IsCommandChecked. I have provided an example at the end of the posting. A related subject is
GeDialog folding and opening for dialogs a user has implemented; an example for that can be found here.
"""Example for opening the Material Manger.
Run this script as a Script Manger script, it will only open the Material Manager, but not close
it by executing the command twice.
Using c4d.IsCommandChecked allows to execute commands only when they indicate to not already be
running. In the case of commands which open some form of dialog, this means that the command is
only executed when the dialog is not already open. This requires the CommandData plugin hook to
implement CommandData.GetState() to return its state.
IDM_MATERIAL_MANAGER: int = 12159
def main() -> None:
# When the Material Manager command indicates not to be already running, invoke its command.
if not c4d.IsCommandChecked(IDM_MATERIAL_MANAGER):
if __name__ == '__main__':