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