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godot-docs/tutorials/export/exporting_pcks.rst
Hugo Locurcio c3a22b4364 Add a Troubleshooting section to Exporting packs, patches and mods
- 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.
2025-04-28 19:31:15 +02:00

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