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Mod Structure
When developing mods in Godot, create a folder named mods-unpacked and add your mods there. Mod folder names must follow the convention of {AuthorName}-{ModName}
:
If you have any dependencies, you can also add them to mods-unpacked. Note that due to a bug in Godot, you cannot use zipped mods, as they prevent the editor from reading the contents of the mods-unpacked directory.
res://
└───mods-unpacked
└───Author-ModName
├───mod_main.gd
└───manifest.json
Mod ZIPs should have the structure shown below. The name of the ZIP is arbitrary.
yourmod.zip
├───.import
└───mods-unpacked
└───Author-ModName
├───mod_main.gd
└───manifest.json
If your mod includes custom assets such as PNGs and CSVs, these files should be included in your mod ZIP. Like in the editor, these go in a top-level directory called .import.
Your mod ZIP's .import folder should only include your custom assets. It should not include any vanilla files.
Notes on .import
Custom assets can be easily identified by sorting by date. To clean up unused files, it's helpful to delete everything in .import that's not vanilla, then run the game again, which will re-create only the files that are actually used.Warning
This documentation has moved!
You can find it here: https://wiki.godotmodding.com/
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