Hub for Godot Engine #6030
Replies: 5 comments 9 replies
-
I don't really see the point. Godot projects don't need re-importing like Unity ones do, so why would you need multiple versions in the first place? (I'm not a Godot developer, I was just scrolling by) |
Beta Was this translation helpful? Give feedback.
-
I love the lack of friction when getting a new version of Godot. It is quick: download, extract, done. It does not even require elevated privileges. It works well from a USB stick. You can have multiple versions (put them on separate folders). So, you want a hub where you can get different versions of the engine? Here is the hub: https://downloads.tuxfamily.org/godotengine/ bookmark it and you are set. I love that you don't have to run an installer, much less download and install the thing that actually downloads the installer for the engine. Anyway, if you want to make sure you keep Godot up to date, and you want to get it bundled with all the export templates and stuff, you could also get it from Steam. There are also launchers made by the community (using Godot, and fetching from the link I posted above, no less). However I find it easy enough to have a folder. Uninstall? Delete the folder. Install? Download and extract. No fuss. Your operating system should have good UX for these operations. And you can handle the export template from Godot itself already. |
Beta Was this translation helpful? Give feedback.
-
If I understand correctly, the suggestion of this discussion is to create a launcher (instead of Project Manager) that runs different Godot editor executables for different projects. For example, different minor versions or custom builds. This could be useful for those who maintain legacy projects that cannot be updated to the latest stable version (for one reason or another). The good news is that it is possible to implement this unofficially, as there is a command line argument to run the editor bypassing the Project Manager, and the Godot editor supports Self-contained mode (to isolate settings between different versions/builds). Also, this launcher can have the functionality of automatically downloading and unpacking binaries from downloads.tuxfamily.org when requested by the user. Since this feature is not very popular (as far as I know), I think it's better to implement such a launcher unofficially first. And only if it becomes popular enough, we can consider replacing the Project Manager. Related: |
Beta Was this translation helpful? Give feedback.
-
According to the idea of the Unity Hub i think that implementing it also in Godot will be very useful to manage installations. Project can also ba managed in the editor version change (personal opinion) |
Beta Was this translation helpful? Give feedback.
-
Some folks have already made Godot launchers that allow you to connect each project with a specific version of Godot. Here's two examples I just googled up: ... but I don't think they're the only ones. In any case, I think it makes sense to have this exist outside of the main Godot project for now. If it turns out a significant number of developers start using a particular launcher, maybe one of them could become official-ish? |
Beta Was this translation helpful? Give feedback.
-
I have a suggestion : a hub for the Engine, like Unity Hub, or the Epic Launcher (or Game Store, I don't know) for Unreal Engine. I think that can be really useful, for quickly update the Engine, install an other version... What do you think about that? Is this a good Idea? And excuse me for the bad english, I'm french, and I'm still learning...
Beta Was this translation helpful? Give feedback.
All reactions