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Asset structure convention #124
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So far, we have not enforced any particular structure. The preferred one is
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. |
See this proposal: godotengine/godot-proposals#554 |
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. |
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
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