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- Mention that the pack must be loaded early enough to have an effect. - Mention load order being important. - Mention ZIP format throughout the page, as it can be used in the same way as PCK files. - Link to Run-time resource loading and saving tutorial as an alternative.
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.. _doc_exporting_pcks:
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Exporting packs, patches, and mods
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==================================
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Use cases
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---------
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Oftentimes, one would like to add functionality to one's game after it has been
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deployed.
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Examples of this include...
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- Downloadable Content: the ability to add features and content to one's game.
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- Patches: the ability to fix a bug that is present in a shipped product.
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- Mods: grant other people the ability to create content for one's game.
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These tools help developers to extend their development beyond the initial
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release.
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Overview of PCK/ZIP files
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-------------------------
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Godot enables this via a feature called **resource packs** (PCK files,
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with the ``.pck`` extension, or ZIP files).
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**Advantages:**
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- incremental updates/patches
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- offer DLCs
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- offer mod support
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- no source code disclosure needed for mods
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- more modular project structure
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- users don't have to replace the entire game
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The first part of using them involves exporting and delivering the project to
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players. Then, when one wants to add functionality or content later on, they
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just deliver the updates via PCK/ZIP files to the users.
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PCK/ZIP files usually contain, but are not limited to:
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- scripts
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- scenes
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- shaders
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- models
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- textures
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- sound effects
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- music
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- any other asset suitable for import into the game
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The PCK/ZIP files can even be an entirely different Godot project, which the
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original game loads in at runtime.
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It is possible to load both PCK and ZIP files as additional packs at the same time.
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See :ref:`doc_exporting_projects_pck_versus_zip` for a comparison of the two formats.
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.. seealso::
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If you want to load loose files at runtime (not packed in a PCK or ZIP by Godot),
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consider using :ref:`doc_runtime_loading_and_saving` instead.
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This is useful for loading user-generated content that is not made with Godot,
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without requiring users to pack their mods into a specific file format.
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The downside of this approach is that it's less transparent to the game logic,
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as it will not benefit from the same resource management as PCK/ZIP files.
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Generating PCK files
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--------------------
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In order to pack all resources of a project into a PCK file, open the project
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and go to **Project > Export** and click on **Export PCK/ZIP**. Also, make sure
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to have an export preset selected while doing so.
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.. image:: img/export_pck.webp
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Another method would be to :ref:`export from the command line <doc_command_line_tutorial_exporting>`
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with ``--export-pack``. The output file must with a ``.pck`` or ``.zip``
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file extension. The export process will build that type of file for the
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chosen platform.
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.. note::
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If one wishes to support mods for their game, they will need their users to
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create similarly exported files. Assuming the original game expects a
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certain structure for the PCK's resources and/or a certain interface for
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its scripts, then either...
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1. The developer must publicize documentation of these expected structures/
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interfaces, expect modders to install Godot Engine, and then also expect
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those modders to conform to the documentation's defined API when building
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mod content for the game (so that it will work). Users would then use
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Godot's built in exporting tools to create a PCK file, as detailed
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above.
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2. The developer uses Godot to build a GUI tool for adding their exact API
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content to a project. This Godot tool must either run on a tools-enabled
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build of the engine or have access to one (distributed alongside or
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perhaps in the original game's files). The tool can then use the Godot
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executable to export a PCK file from the command line with
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:ref:`OS.execute() <class_OS_method_execute>`. The game itself shouldn't
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use a tool-build of the engine (for security), so it's best to keep
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the modding tool and game separate.
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Opening PCK or ZIP files at runtime
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-----------------------------------
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To load a PCK or ZIP file, one uses the ProjectSettings singleton. The following
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example expects a ``mod.pck`` file in the directory of the game's executable.
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The PCK or ZIP file contains a ``mod_scene.tscn`` test scene in its root.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _your_function():
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# This could fail if, for example, mod.pck cannot be found.
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var success = ProjectSettings.load_resource_pack(OS.get_executable_path().get_base_dir().path_join("mod.pck"))
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if success:
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# Now one can use the assets as if they had them in the project from the start.
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var imported_scene = load("res://mod_scene.tscn")
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.. code-tab:: csharp
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private void YourFunction()
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{
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// This could fail if, for example, mod.pck cannot be found.
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var success = ProjectSettings.LoadResourcePack(OS.get_executable_path().get_base_dir().path_join("mod.pck));
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if (success)
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{
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// Now one can use the assets as if they had them in the project from the start.
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var importedScene = (PackedScene)ResourceLoader.Load("res://mod_scene.tscn");
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}
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}
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.. warning::
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By default, if you import a file with the same file path/name as one you
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already have in your project, the imported one will replace it. This is
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something to watch out for when creating DLC or mods. You can solve this
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problem by using a tool that isolates mods to a specific mods subfolder.
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However, it is also a way of creating patches for one's own game. A PCK/ZIP
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file of this kind can fix the content of a previously loaded PCK/ZIP
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(therefore, the order in which packs are loaded matters).
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To opt out of this behavior, pass ``false`` as the second argument to
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:ref:`ProjectSettings.load_resource_pack() <class_ProjectSettings_method_load_resource_pack>`.
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.. note::
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For a C# project, you need to build the DLL and place it in the project directory first.
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Then, before loading the resource pack, you need to load its DLL as follows:
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``Assembly.LoadFile("mod.dll")``
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Troubleshooting
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^^^^^^^^^^^^^^^
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If you are loading a resource pack and are not noticing any changes, it may be
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due to the pack being loaded too late. This is particularly the case with menu
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scenes that may preload other scenes using
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:ref:`preload() <class_@GDScript_method_preload>`. This means that loading
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a pack in the menu will not affect the other scene that was already preloaded.
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To avoid this, you need to load the pack as early as possible.
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To do so, create a new :ref:`autoload <doc_singletons_autoload>` script and
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call :ref:`ProjectSettings.load_resource_pack() <class_ProjectSettings_method_load_resource_pack>`
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in the autoload script's ``_init()`` function, rather than ``_enter_tree()``
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or ``_ready()``.
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Summary
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-------
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This tutorial explains how to add mods, patches, or DLC to a game.
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The most important thing is to identify how one plans to distribute future
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content for their game and develop a workflow that is customized for that
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purpose. Godot should make that process smooth regardless of which route a
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developer pursues.
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