2016-02-08 23:45:57 +01:00
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.. _doc_exporting_projects:
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2016-02-08 22:07:55 +01:00
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2016-02-06 01:54:33 +01:00
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Exporting projects
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==================
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Why Exporting?
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--------------
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Originally, Godot did not have any means to export projects. The
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developers would compile the proper binaries and build the packages for
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each platform manually.
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When more developers (and even non-programmers) started using it, and
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when our company started taking more projects at the same time, it
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became evident that this was a bottleneck.
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On PC
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~~~~~
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Distributing a game project on PC with Godot is rather easy. Just drop
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the godot.exe (or godot) binary together in the same place as the
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engine.cfg file, zip it and you are done. This can be taken advantage to
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make custom installers.
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It sounds simple, but there are probably a few reasons why the developer
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may not want to do this. The first one is that it may not be desirable
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to distribute loads of files. Some developers may not like curious users
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peeking at how the game was made, others may just find it inelegant,
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etc.
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Another reason is that, for distribution, the developer might use a
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specially compiled binary, which is smaller in size, more optimized and
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does not include tools inside (like the editor, debugger, etc).
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Finally, Godot has a simple but efficient system for creating DLCs as
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extra package files.
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On Mobile
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~~~~~~~~~
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The same scenario in mobile is a little worse. To distribute a project
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in those devices, a binary for each of those platforms is built, then
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added to a native project together with the game data.
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This can be troublesome because it means that the developer must be
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familiarized with the SDK of each platform before even being able to
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export. In other words, while learning each SDK is always encouraged, it
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can be frustrating to be forced to do it at an undesired time.
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There is also another problem with this approach, which is the fact that
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different devices prefer some data in different formats to run. The main
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example of this is texture compression. All PC hardware uses S3TC (BC)
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compression and that has been standardized for more than a decade, but
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mobile devices use different formats for texture compression, such as
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PVRCT (iOS) or ETC (Android)
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Export Dialog
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-------------
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After many attempts at different export workflows, the current one has
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worked the best. At the time of this writing, not all platforms are
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supported yet, but that will change soon.
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To open the export dialog, just click the "Export" Button:
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.. image:: /img/export.png
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The dialog will open, showing all the supported export platforms:
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.. image:: /img/export_dialog.png
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The default options are often enough to export, so tweaking them is not
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necessary until it's needed. However, many platforms require additional
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tools (SDKs) to be installed to be able to export. Additionally, Godot
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needs exports templates installed to create packages. The export dialog
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will complain when something is missing and will not allow the user to
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export for that platform until he or she resolves it:
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.. image:: /img/export_error.png
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At that time, the user is expected to come back to the wiki and follow
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instructions on how to properly set up that platform.
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Export Templates
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~~~~~~~~~~~~~~~~
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Apart from setting up the platform, the export templates must be
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installed to be able to export projects. They can be downloaded as a
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.tpz (a renamed .zip) file from the wiki.
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Once downloaded, they can be installed using the "Install Export
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Templates" option in the editor:
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.. image:: /img/exptemp.png
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Export Mode
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~~~~~~~~~~~
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When exporting, Godot makes a list of all the files to export and then
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creates the package. There are 3 different modes for exporting:
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- Export every single file in the project
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- Export only resources (+custom filter), this is default.
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- Export only selected resources (+custom filter)
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.. image:: /img/expres.png
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- **Export every single file** - This mode exports every single file in
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the project. This is good to test if something is being forgotten,
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but developers often have a lot of unrelated stuff around in the dev
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dir, which makes it a bad idea.
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- **Export only resources** - Only resources are exported. For most
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projects, this is enough. However many developers like to use custom
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datafiles in their games. To compensate for this, filters can be
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added for extra extensions (like, *.txt,*.csv, etc).
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- **Export only selected resources** - Only select resources from a
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list are exported. This is probably overkill for most projects, but
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in some cases it is justified (usually huge projects). This mode
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offers total control of what is exported. Individual resources can be
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selected and dependency detection is performed to ensure that
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everything needed is added. As a plus, this mode allows to
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"Bundle" scenes and dependencies into a single file, which is
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*really* useful for games distributed on optical media.
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.. image:: /img/expselected.png
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