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176 lines
8.8 KiB
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.. _doc_data_paths:
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File paths in Godot projects
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============================
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This page explains how file paths work inside Godot projects. You will learn how
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to access paths in your projects using the ``res://`` and ``user://`` notations,
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and where Godot stores project and editor files on your and your users' systems.
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Path separators
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---------------
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To make supporting multiple platforms easier, Godot uses **UNIX-style path
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separators** (forward slash ``/``). These work on all platforms, **including
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Windows**.
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Instead of writing paths like ``C:\Projects\Game``, in Godot, you should write
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``C:/Projects/Game``.
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Windows-style path separators (backward slash ``\``) are also supported in some
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path-related methods, but they need to be doubled (``\\``), as ``\`` is normally
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used as an escape for characters with a special meaning.
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This makes it possible to work with paths returned by other Windows
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applications. We still recommend using only forward slashes in your own code to
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guarantee that everything will work as intended.
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Accessing files in the project folder (``res://``)
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--------------------------------------------------
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Godot considers that a project exists in any folder that contains a
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``project.godot`` text file, even if the file is empty. The folder that contains
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this file is your project's root folder.
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You can access any file relative to it by writing paths starting with
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``res://``, which stands for resources. For example, you can access an image
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file ``character.png`` located in the project's root folder in code with the
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following path: ``res://character.png``.
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Accessing persistent user data (``user://``)
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--------------------------------------------
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To store persistent data files, like the player's save or settings, you want to
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use ``user://`` instead of ``res://`` as your path's prefix. This is because
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when the game is running, the project's file system will likely be read-only.
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The ``user://`` prefix points to a different directory on the user's device.
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Unlike ``res://``, the directory pointed at by ``user://`` is created
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automatically and *guaranteed* to be writable to, even in an exported project.
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The location of the ``user://`` folder depends on what is configured in the
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Project Settings:
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- By default, the ``user://`` folder is created within Godot's
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`editor data path <doc_data_paths_editor_data_paths>` in the
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``app_userdata/[project_name]`` folder. This is the default so that prototypes
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and test projects stay self-contained within Godot's data folder.
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- If `application/config/use_custom_user_dir`
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is enabled in the Project Settings, the ``user://`` folder is created **next
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to** Godot's editor data path, i.e. in the standard location for applications
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data.
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* By default, the folder name will be inferred from the project name, but it
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can be further customized with
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`application/config/custom_user_dir_name`.
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This path can contain path separators, so you can use it e.g. to group
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projects of a given studio with a ``Studio Name/Game Name`` structure.
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On desktop platforms, the actual directory paths for ``user://`` are:
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+---------------------+------------------------------------------------------------------------------+
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| Type | Location |
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+=====================+==============================================================================+
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| Default | | Windows: ``%APPDATA%\Godot\app_userdata\[project_name]`` |
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| | | macOS: ``~/Library/Application Support/Godot/app_userdata/[project_name]`` |
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| | | Linux: ``~/.local/share/godot/app_userdata/[project_name]`` |
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+---------------------+------------------------------------------------------------------------------+
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| Custom dir | | Windows: ``%APPDATA%\[project_name]`` |
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| | | macOS: ``~/Library/Application Support/[project_name]`` |
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| | | Linux: ``~/.local/share/[project_name]`` |
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+---------------------+------------------------------------------------------------------------------+
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| Custom dir and name | | Windows: ``%APPDATA%\[custom_user_dir_name]`` |
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| | | macOS: ``~/Library/Application Support/[custom_user_dir_name]`` |
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| | | Linux: ``~/.local/share/[custom_user_dir_name]`` |
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+---------------------+------------------------------------------------------------------------------+
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``[project_name]`` is based on the application name defined in the Project Settings, but
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you can override it on a per-platform basis using `feature tags <doc_feature_tags>`.
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On mobile platforms, this path is unique to the project and is not accessible
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by other applications for security reasons.
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On HTML5 exports, ``user://`` will refer to a virtual filesystem stored on the
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device via IndexedDB. (Interaction with the main filesystem can still be performed
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through the `JavaScript` singleton.)
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Converting paths to absolute paths or "local" paths
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---------------------------------------------------
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You can use `ProjectSettings.globalize_path()`
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to convert a "local" path like ``res://path/to/file.txt`` to an absolute OS path.
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For example, `ProjectSettings.globalize_path()`
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can be used to open "local" paths in the OS file manager
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using `OS.shell_open()` since it only accepts
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native OS paths.
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To convert an absolute OS path to a "local" path starting with ``res://``
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or ``user://``, use `ProjectSettings.localize_path()`.
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This only works for absolute paths that point to files or folders in your
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project's root or ``user://`` folders.
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.. _doc_data_paths_editor_data_paths:
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Editor data paths
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-----------------
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The editor uses different paths for editor data, editor settings, and cache,
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depending on the platform. By default, these paths are:
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+-----------------+---------------------------------------------------+
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| Type | Location |
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+=================+===================================================+
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| Editor data | | Windows: ``%APPDATA%\Godot\`` |
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| | | macOS: ``~/Library/Application Support/Godot/`` |
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| | | Linux: ``~/.local/share/godot/`` |
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+-----------------+---------------------------------------------------+
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| Editor settings | | Windows: ``%APPDATA%\Godot\`` |
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| | | macOS: ``~/Library/Application Support/Godot/`` |
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| | | Linux: ``~/.config/godot/`` |
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+-----------------+---------------------------------------------------+
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| Cache | | Windows: ``%TEMP%\Godot\`` |
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| | | macOS: ``~/Library/Caches/Godot/`` |
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| | | Linux: ``~/.cache/godot/`` |
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+-----------------+---------------------------------------------------+
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- **Editor data** contains export templates and project-specific data.
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- **Editor settings** contains the main editor settings configuration file as
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well as various other user-specific customizations (editor layouts, feature
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profiles, script templates, etc.).
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- **Cache** contains data generated by the editor, or stored temporarily.
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It can safely be removed when Godot is closed.
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Godot complies with the `XDG Base Directory Specification
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<https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html>`__
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on all platforms. You can override environment variables following the
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specification to change the editor and project data paths.
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.. note:: If you use `Godot packaged as a Flatpak
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<https://flathub.org/apps/details/org.godotengine.Godot>`__, the
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editor data paths will be located in subfolders in
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``~/.var/app/org.godotengine.Godot/``.
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.. _doc_data_paths_self_contained_mode:
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Self-contained mode
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~~~~~~~~~~~~~~~~~~~
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If you create a file called ``._sc_`` or ``_sc_`` in the same directory as the
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editor binary (or in `MacOS/Contents/` for a macOS editor .app bundle), Godot
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will enable *self-contained mode*.
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This mode makes Godot write all editor data, settings, and cache to a directory
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named ``editor_data/`` in the same directory as the editor binary.
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You can use it to create a portable installation of the editor.
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The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__ uses
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self-contained mode by default.
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.. note::
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Self-contained mode is not supported in exported projects yet.
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To read and write files relative to the executable path, use
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`OS.get_executable_path()`.
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Note that writing files in the executable path only works if the executable
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is placed in a writable location (i.e. **not** Program Files or another
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directory that is read-only for regular users).
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