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Drop obsolete Packaging Godot page
The part about the location of user data was outdated and no longer relevant now that the option to define a custom templates install folder was removed. The instructions on the self-contained mode are still relevant, but I'll rewrite them in a more appropriate location.
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@@ -16,5 +16,4 @@ Compiling
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compiling_for_uwp
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compiling_for_web
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compiling_with_mono
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packaging_godot
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optimizing_for_size
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@@ -1,57 +0,0 @@
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.. _doc_packaging_godot:
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Packaging Godot
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===============
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Godot has features to make it easier to distribute and to package it for application repositories.
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Default behaviour
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-----------------
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By 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 it
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doesn't live at a fixed location. If the editor finds a ``._sc_`` file in the directory
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the executable is located in, Godot will continue in "self contained mode".
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On Windows, the file name to use is ``_sc_`` (without the preceding dot).
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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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The contents of the ``._sc_`` file (when not empty) are read with the ConfigFile api (same
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format as ``project.godot``, etc). So far it can contain a list of pre-loaded project in this
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format:
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::
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[init_projects]
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list=["demos/2d/platformer", "demos/2d/isometric"]
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The paths are relative to the executable location, and will be added to the file ``editor_settings.xml``
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when this is created for the first time.
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