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When working on the editor itself, using separate configuration is sometimes desired to avoid conflicts or accidentally losing settings. This closes https://github.com/godotengine/godot/issues/21567.
95 lines
3.9 KiB
ReStructuredText
95 lines
3.9 KiB
ReStructuredText
.. _doc_data_paths:
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Data paths
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==========
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Path separators
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---------------
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For the sake of supporting as many platforms as possible, Godot only
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accepts UNIX-style path separators (``/``). These work on all
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platforms, including Windows.
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A path like ``C:\Projects`` will become ``C:/Projects``.
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Resource path
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-------------
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As mentioned in the :ref:`doc_command_line_tutorial`, Godot considers that
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a project exists in any given folder that contains a ``project.godot``
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text file, even if such file is empty.
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Accessing project files can be done by opening any path with ``res://``
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as a base. For example, a texture located in the root of the project
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folder may be opened from the following path: ``res://some_texture.png``.
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User path (persistent data)
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---------------------------
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While the project is running, it is a common scenario that the
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resource path will be read-only, due to it being inside a package,
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self-contained executable, or system-wide install location.
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Storing persistent files in such scenarios should be done by using the
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``user://`` prefix, for example: ``user://game_save.txt``.
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On some devices (for example, mobile and consoles), this path is unique
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to the project. On desktop operating systems, the engine uses the
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typical ``~/.local/share/godot/app_userdata/Name`` on macOS and Linux,
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and ``%APPDATA%/Name`` on Windows. ``Name`` is taken from the
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application name defined in the Project Settings, but it can be
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overridden on a per-platform basis using
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:ref:`feature tags <doc_feature_tags>`.
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Editor data paths
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-----------------
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The editor uses different paths for user data, user settings and cache depending
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on the platform. By default, these paths are:
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+---------------+---------------------------------------------------+
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| Type | Location |
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+===============+===================================================+
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| User data | - Windows: ``%APPDATA%\Godot\`` |
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| | - macOS: ``~/Library/Application Support/Godot/`` |
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| | - Linux: ``~/.local/share/godot/`` |
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+---------------+---------------------------------------------------+
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| User settings | - Windows: ``%APPDATA%\Godot\`` |
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| | - macOS: ``~/Library/Application Support/Godot/`` |
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| | - Linux: ``~/.config/godot/`` |
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+---------------+---------------------------------------------------+
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| Cache | - Windows: ``%TEMP%\Godot\`` |
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| | - macOS: ``~/Library/Caches/Godot/`` |
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| | - Linux: ``~/.cache/godot/`` |
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+---------------+---------------------------------------------------+
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- **User data** contains export templates and project-specific data.
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- **User settings** contains editor settings, text editor themes,
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script templates, etc.
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- **Cache** contains temporary data. It can safely be removed
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when Godot is closed.
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Godot complies with the `XDG Base Directory Specification
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<https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html>`__
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on all platforms. Environment variables can be overridden as per
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the specification to change the editor (and project) data paths.
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.. note:: If you use
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`Godot packaged as a Flatpak <https://flathub.org/apps/details/org.godotengine.Godot>`__,
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the editor data paths will be located in subfolders in
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``~/.var/app/org.godotengine.Godot/``.
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.. _doc_data_paths_self_contained_mode:
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Self-contained mode
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~~~~~~~~~~~~~~~~~~~
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If you create a file called ``._sc_`` or ``_sc_`` in the same directory as the
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editor binary, Godot will enable *self-contained mode*. This will make Godot
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write all user data to a directory named ``editor_data/`` in the same directory
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as the editor binary. This is useful to create a "portable" installation,
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which can then be placed on an USB drive.
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The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__
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uses self-contained mode by default.
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