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- .. _doc_data_paths:
- Data paths
- ==========
- Path separators
- ---------------
- For the sake of supporting as many platforms as possible, Godot only
- accepts UNIX-style path separators (``/``). These work on all
- platforms, including Windows.
- A path like ``C:\Projects`` will become ``C:/Projects``.
- Resource path
- -------------
- As mentioned in the :ref:`doc_command_line_tutorial`, Godot considers that
- a project exists in any given folder that contains a ``project.godot``
- text file, even if such file is empty.
- Accessing project files can be done by opening any path with ``res://``
- as a base. For example, a texture located in the root of the project
- folder may be opened from the following path: ``res://some_texture.png``.
- User path (persistent data)
- ---------------------------
- While the project is running, it is a common scenario that the
- resource path will be read-only, due to it being inside a package,
- self-contained executable, or system-wide install location.
- Storing persistent files in such scenarios should be done by using the
- ``user://`` prefix, for example: ``user://game_save.txt``.
- On some devices (for example, mobile and consoles), this path is unique
- to the project. On desktop operating systems, the engine uses the
- typical ``~/.local/share/godot/app_userdata/Name`` on macOS and Linux,
- and ``%APPDATA%/Name`` on Windows. ``Name`` is taken from the
- application name defined in the Project Settings, but it can be
- overridden on a per-platform basis using
- :ref:`feature tags <doc_feature_tags>`.
- Editor data paths
- -----------------
- The editor uses different paths for user data, user settings and cache depending
- on the platform. By default, these paths are:
- +---------------+---------------------------------------------------+
- | Type | Location |
- +===============+===================================================+
- | User data | - Windows: ``%APPDATA%\Godot\`` |
- | | - macOS: ``~/Library/Application Support/Godot/`` |
- | | - Linux: ``~/.local/share/godot/`` |
- +---------------+---------------------------------------------------+
- | User settings | - Windows: ``%APPDATA%\Godot\`` |
- | | - macOS: ``~/Library/Application Support/Godot/`` |
- | | - Linux: ``~/.config/godot/`` |
- +---------------+---------------------------------------------------+
- | Cache | - Windows: ``%TEMP%\Godot\`` |
- | | - macOS: ``~/Library/Caches/Godot/`` |
- | | - Linux: ``~/.cache/godot/`` |
- +---------------+---------------------------------------------------+
- - **User data** contains export templates and project-specific data.
- - **User settings** contains editor settings, text editor themes,
- script templates, etc.
- - **Cache** contains temporary data. It can safely be removed
- when Godot is closed.
- Godot complies with the `XDG Base Directory Specification
- <https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html>`__
- on all platforms. Environment variables can be overridden as per
- the specification to change the editor (and project) data paths.
- .. note:: If you use
- `Godot packaged as a Flatpak <https://flathub.org/apps/details/org.godotengine.Godot>`__,
- the editor data paths will be located in subfolders in
- ``~/.var/app/org.godotengine.Godot/``.
- .. _doc_data_paths_self_contained_mode:
- Self-contained mode
- ~~~~~~~~~~~~~~~~~~~
- If you create a file called ``._sc_`` or ``_sc_`` in the same directory as the
- editor binary, Godot will enable *self-contained mode*. This will make Godot
- write all user data to a directory named ``editor_data/`` in the same directory
- as the editor binary. This is useful to create a "portable" installation,
- which can then be placed on an USB drive.
- The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__
- uses self-contained mode by default.
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