From 601a79df2053100b15e779dae46d2967ad644397 Mon Sep 17 00:00:00 2001 From: snailrhymer <61291296+snailrhymer@users.noreply.github.com> Date: Fri, 29 Jul 2022 20:39:58 +0100 Subject: [PATCH] Fix typo in Exporting packs, patches, and mods (#6003) --- tutorials/export/exporting_pcks.rst | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/tutorials/export/exporting_pcks.rst b/tutorials/export/exporting_pcks.rst index 235e1b774..b281bb607 100644 --- a/tutorials/export/exporting_pcks.rst +++ b/tutorials/export/exporting_pcks.rst @@ -82,9 +82,9 @@ process will build that type of file for the chosen platform. 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() `. It makes the most sense for the - game to not use a tool-build though (for security) and for the modding - tools to *do* use a tool-enabled engine build. + :ref:`OS.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 files at runtime ----------------------------