Improve File paths in Godot projects documentation

- Fix missing word in the beginning of the page.
- Add separate table for exported project data location.
- Fix editor table mentioning `app_userdata`, as it's only relevant
  for project data.
- Remove mention of consoles as Godot currently doesn't officially
  support consoles.
- Mention that self-contained mode isn't supported for use by projects
  yet.
This commit is contained in:
Hugo Locurcio
2022-05-06 18:07:56 +02:00
parent d0bd86baeb
commit e5f36d30f2

View File

@@ -10,8 +10,8 @@ and where Godot stores user files on your hard-drive.
Path separators
---------------
To as many platforms as possible, Godot only accepts UNIX-style path separators
(``/``). These work on all platforms, including Windows.
To make supporting multiple platforms easier, Godot only accepts UNIX-style path
separators (``/``). These work on all platforms, **including Windows**.
Instead of writing paths like ``C:\Projects``, in Godot, you should write
``C:/Projects``.
@@ -35,14 +35,30 @@ To store persistent data files, like the player's save or settings, you want to
use ``user://`` instead of ``res://`` as your path's prefix. This is because
when the game is running, the project's file system will likely be read-only.
The ``user://`` prefix points to a different directory on the user's device. On
mobile and consoles, this path is unique to the project. On desktop, the engine
stores user files in ``~/.local/share/godot/app_userdata/[project_name]`` on
Linux, ``~/Library/Application Support/Godot/app_userdata/[project_name]`` on
macOS (since Catalina) and ``%APPDATA%\Godot\app_userdata\[project_name]`` on Windows.
The ``user://`` prefix points to a different directory on the user's device.
Unlike ``res://``, the directory pointed at by ``user://`` is *guaranteed* to be
writable to, even in an exported project.
On desktop platforms, the actual directory paths for ``user://`` are:
+-------------------------------+------------------------------------------------------------------------------+
| Type | Location |
+===============================+==============================================================================+
| User data | - Windows: ``%APPDATA%\Godot\app_userdata\[project_name]`` |
| | - macOS: ``~/Library/Application Support/Godot/app_userdata/[project_name]`` |
| | - Linux: ``~/.local/share/godot/app_userdata/[project_name]`` |
+-------------------------------+------------------------------------------------------------------------------+
| User data | - Windows: ``%APPDATA%\[project_name]`` |
| (when ``use_custom_user_dir`` | - macOS: ``~/Library/Application Support/[project_name]`` |
| project setting is ``true``) | - Linux: ``~/.local/share/[project_name]`` |
+-------------------------------+------------------------------------------------------------------------------+
``[project_name]`` is based on the application name defined in the Project Settings, but
you can override it on a per-platform basis using :ref:`feature tags <doc_feature_tags>`.
On mobile platforms, this path is unique to the project and is not accessible
by other applications for security reasons.
On HTML5 exports, ``user://`` will refer to a virtual filesystem stored on the
device via IndexedDB. (Interaction with the main filesystem can still be performed
through the :ref:`JavaScript <class_JavaScript>` singleton.)
@@ -102,3 +118,12 @@ editor.
The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__ uses
self-contained mode by default.
.. note::
Self-contained mode is not supported in exported projects yet.
To read and write files relative to the executable path, use
:ref:`OS.get_executable_path() <class_OS_method_get_executable_path>`.
Note that writing files in the executable path only works if the executable
is placed in a writable location (i.e. **not** Program Files or another
directory that is read-only for regular users).