Add a reference to the Data paths doc in the Step by step guide (#3605)

This commit is contained in:
Yuri Sizov
2020-05-28 14:41:47 +02:00
committed by GitHub
parent 29a22ce7f4
commit b4d6313da7
+20 -18
View File
@@ -21,9 +21,9 @@ included. If a resource has sub-resources that are built-in, the resource is
saved in a single file together with all the bundled sub-resources. For
example, a font resource is often bundled together with the font textures.
The Godot file system avoids using metadata files. Existing asset managers and VCSs are better than
anything we can implement, so Godot tries its best to play along with SVN,
Git, Mercurial, Perforce, etc.
The Godot file system avoids using metadata files. Existing asset managers and VCSs
are better than anything we can implement, so Godot tries its best to play along
with SVN, Git, Mercurial, Perforce, etc.
Example of file system contents:
@@ -38,21 +38,21 @@ Example of file system contents:
project.godot
-------------
The project.godot file is the project description file, and it is always found at
the root of the project. In fact, its location defines where the root is. This
The ``project.godot`` file is the project description file, and it is always found
at the root of the project. In fact, its location defines where the root is. This
is the first file that Godot looks for when opening a project.
This file contains the project configuration in plain text, using the win.ini
format. Even an empty project.godot can function as a basic definition of a blank
project.
format. Even an empty ``project.godot`` can function as a basic definition of
a blank project.
Path delimiter
--------------
Godot only supports ``/`` as a path delimiter. This is done for
portability reasons. All operating systems support this, even Windows,
so a path such as ``c:\project\project.godot`` needs to be typed as
``c:/project/project.godot``.
so a path such as ``C:\project\project.godot`` needs to be typed as
``C:/project/project.godot``.
Resource path
-------------
@@ -62,7 +62,7 @@ cumbersome and non-portable. To solve this problem, the special path
``res://`` was created.
The path ``res://`` will always point at the project root (where
project.godot is located, so ``res://project.godot`` is always
``project.godot`` is located, so ``res://project.godot`` is always
valid).
This file system is read-write only when running the project locally from
@@ -73,9 +73,11 @@ read-only and writing will no longer be permitted.
User path
---------
Writing to disk is still needed for tasks such as saving game
state or downloading content packs. To this end, the engine ensures that there is a
special path ``user://`` that is always writable.
Writing to disk is still needed for tasks such as saving game state or
downloading content packs. To this end, the engine ensures that there is a
special path ``user://`` that is always writable. This path resolves
differently depending on the OS the project is running on. Local path
resolution is further explained in :ref:`doc_data_paths`.
Host file system
----------------
@@ -93,14 +95,14 @@ moving assets around (renaming them or moving them from one path to another insi
the project) will break existing references to these assets. These references will
have to be re-defined to point at the new asset location.
To avoid this, do all your move, delete and rename operations from within Godot, on the FileSystem
dock. Never move assets from outside Godot, or dependencies will have to be
fixed manually (Godot detects this and helps you fix them anyway, but why
To avoid this, do all your move, delete and rename operations from within Godot, on
the FileSystem dock. Never move assets from outside Godot, or dependencies will have
to be fixed manually (Godot detects this and helps you fix them anyway, but why
go the hard route?).
The second is that, under Windows and macOS, file and path names are case insensitive.
If a developer working in a case insensitive host file system saves an asset as "myfile.PNG",
but then references it as "myfile.png", it will work fine on their platform, but not
If a developer working in a case insensitive host file system saves an asset as ``myfile.PNG``,
but then references it as ``myfile.png``, it will work fine on their platform, but not
on other platforms, such as Linux, Android, etc. This may also apply to exported binaries,
which use a compressed package to store all files.