Class EditorPaths
- Namespace
- Godot
- Assembly
- GodotSharpEditor.dll
This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system.
Note: This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use HasSingleton(StringName) to check whether the singleton is available before using it.
Note: On the Linux/BSD platform, Godot complies with the XDG Base Directory Specification. You can override environment variables following the specification to change the editor and project data paths.
public class EditorPaths : GodotObject, IDisposable
- Inheritance
-
EditorPaths
- Implements
- Inherited Members
Constructors
EditorPaths()
public EditorPaths()
Methods
GetCacheDir()
Returns the absolute path to the user's cache folder. This folder should be used for temporary data that can be removed safely whenever the editor is closed (such as generated resource thumbnails).
Default paths per platform:
- Windows: %LOCALAPPDATA%\Godot\
- macOS: ~/Library/Caches/Godot/
- Linux: ~/.cache/godot/
public string GetCacheDir()
Returns
GetConfigDir()
Returns the absolute path to the user's configuration folder. This folder should be used for persistent user configuration files.
Default paths per platform:
- Windows: %APPDATA%\Godot\ (same as `get_data_dir()`)
- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)
- Linux: ~/.config/godot/
public string GetConfigDir()
Returns
GetDataDir()
Returns the absolute path to the user's data folder. This folder should be used for persistent user data files such as installed export templates.
Default paths per platform:
- Windows: %APPDATA%\Godot\ (same as `get_config_dir()`)
- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)
- Linux: ~/.local/share/godot/
public string GetDataDir()
Returns
GetProjectSettingsDir()
Returns the project-specific editor settings path. Projects all have a unique subdirectory inside the settings path where project-specific editor settings are saved.
public string GetProjectSettingsDir()
Returns
GetSelfContainedFile()
Returns the absolute path to the self-contained file that makes the current Godot editor instance be considered as self-contained. Returns an empty string if the current Godot editor instance isn't self-contained. See also IsSelfContained().
public string GetSelfContainedFile()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsSelfContained()
Returns true
if the editor is marked as self-contained, false
otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an editor_data/
folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.
Self-contained mode can be enabled by creating a file named ._sc_
or _sc_
in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also GetSelfContainedFile().
Note: On macOS, quarantine flag should be manually removed before using self-contained mode, see Running on macOS.
Note: On macOS, placing _sc_
or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead.
Note: The Steam release of Godot uses self-contained mode by default.
public bool IsSelfContained()