Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Asset structure convention #124

Closed
DevinPentecost opened this issue Jan 2, 2018 · 3 comments
Closed

Asset structure convention #124

DevinPentecost opened this issue Jan 2, 2018 · 3 comments

Comments

@DevinPentecost
Copy link

Hello,

I recently submitted and asset and then imported it into a dummy project in Godot 3.0b1.
My asset's structure was completely flat, containing four files. These files were the license, icon, readme, and asset script itself.

When I went to import, it was all placed into res://. This means that, as the asset was not placed into its own directory, it would have conflicts with any other files in the res:// folder that the user, or another asset, is using.

Should there be a mandated convention as far as where and how assets are stored in the project for importing, as well as where they are placed?

To resolve this on my specific asset I moved all of my files into /lib/{godot-asset-name}/ and submitted an edit to the asset. This should cause the asset to import into res://lib/{godot-asset-name} but I believe there should be a standard in place to enforce all assets match. So far I've seen assets that use a /addons/ folder, some that use a /com.developer.example/ folder name, and several others.

Is this an issue with Godot3.0 (not defaulting to /addons/) or an issue with the AssetLibrary (not enforcing /addons/ in the repo)?

Thanks,
-Devin

@bojidar-bg
Copy link
Contributor

So far, we have not enforced any particular structure. The preferred one is res://addons/developer.assetname/... along with a readme, license, icon and project.godot in res://. The project.godot file would be merged when the addon is installed, AFAIK.

Is this an issue with Godot3.0 (not defaulting to /addons/) or an issue with the AssetLibrary (not enforcing /addons/ in the repo)?

Well, it is more of an issue with AssetLib, though it is unsure if we can do anything about it right now. Maybe we should just document the preferred structure, and hope developers would read it...

See also godotengine/godot#6023 for the discussion so far.

@aaronfranke
Copy link
Member

See this proposal: godotengine/godot-proposals#554

@Calinou
Copy link
Member

Calinou commented Mar 24, 2022

Closing in favor of godotengine/godot-proposals#62 and godotengine/godot-proposals#554, as this is more of an engine/editor issue that should be solved at a lower level.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants