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Document some packaging tips
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@@ -8,3 +8,4 @@ Misc
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command_line_tutorial
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changing_editor_fonts
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services_for_ios
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packaging_godot
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44
reference/packaging_godot.rst
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44
reference/packaging_godot.rst
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@@ -0,0 +1,44 @@
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.. _doc_packaging_godot:
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Packaging Godot
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===============
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Starting with 2.0, Godot has features to make it easier to package it for application repositories.
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Default behaviour
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-----------------
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Per default, Godot stores all settings and installed templates in a per-user directory.
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First Godot checks the ``APPDATA`` environment variable. If it exists, the per-user directory
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is the "Godot" subdirectory of ``$APPDATA``.
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If ``APPDATA`` doesn't exist, Godot checks the ``HOME`` environment variable. The per-user
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directory is then the ".godot" subdir of ``$HOME``.
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This meets common operating system standards.
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Global template path (Unix only)
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--------------------------------
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The ``unix_global_settings_path`` build variable is meant for Unix/Linux distro packagers
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who want to package export templates together with godot. It allows to put the export
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templates on a hardcoded path.
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To use it, pass the desired path via the scons ``unix_global_settings_path`` build variable
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when building the editor. The export templates then live at the "templates" subdirectory
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of the path specified.
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Templates installed at the per-user location still override the system wide templates.
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This option is only available on unix based platforms.
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Self contained mode
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-------------------
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The self contained mode can be used to package godot for distribution systems where godot
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doesn't live at a fixed location. If the godot editor finds a ``._sc_`` file in the directory
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the executable is located, godot will continue in "self contained mode".
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In self contained mode, all config files are located next to the executable in a directory
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called ``editor_data``. Godot doesn't read or write to the per-user location anymore.
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Also, the ``._sc_`` file may contain a list of pre-loaded projects.
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