virtualx-engine-docs/_sources/tutorials/best_practices/project_organization.rst.txt

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.. _doc_project_organization:
Project organization
====================
Introduction
------------
Since Godot has no restrictions on project structure or filesystem usage,
organizing files when learning the engine can seem challenging. This
tutorial suggests a workflow which should be a good starting point.
We will also cover using version control with Godot.
Organization
------------
Godot is scene-based in nature, and uses the filesystem as-is,
without metadata or an asset database.
Unlike other engines, many resources are contained within the scene
itself, so the amount of files in the filesystem is considerably lower.
Considering that, the most common approach is to group assets as close
to scenes as possible; when a project grows, it makes it more
maintainable.
As an example, one can usually place into a single folder their basic assets,
such as sprite images, 3D model meshes, materials, and music, etc.
They can then use a separate folder to store built levels that use them.
.. code-block:: none
/project.godot
/docs/.gdignore # See "Ignoring specific folders" below
/docs/learning.html
/models/town/house/house.dae
/models/town/house/window.png
/models/town/house/door.png
/characters/player/cubio.dae
/characters/player/cubio.png
/characters/enemies/goblin/goblin.dae
/characters/enemies/goblin/goblin.png
/characters/npcs/suzanne/suzanne.dae
/characters/npcs/suzanne/suzanne.png
/levels/riverdale/riverdale.scn
Style guide
-----------
For consistency across projects, we recommend following these guidelines:
- Use **snake_case** for folder and file names (with the exception of C#
scripts). This sidesteps case sensitivity issues that can crop up after
exporting a project on Windows. C# scripts are an exception to this rule,
as the convention is to name them after the class name which should be
in PascalCase.
- Use **PascalCase** for node names, as this matches built-in node casing.
- In general, keep third-party resources in a top-level ``addons/`` folder, even
if they aren't editor plugins. This makes it easier to track which files are
third-party. There are some exceptions to this rule; for instance, if you use
third-party game assets for a character, it makes more sense to include them
within the same folder as the character scenes and scripts.
Importing
---------
Godot versions prior to 3.0 did the import process from files outside
the project. While this can be useful in large projects, it
resulted in an organization hassle for most developers.
Because of this, assets are now transparently imported from within the project
folder.
Ignoring specific folders
~~~~~~~~~~~~~~~~~~~~~~~~~
To prevent Godot from importing files contained in a specific folder, create
an empty file called ``.gdignore`` in the folder (the leading ``.`` is required).
This can be useful to speed up the initial project importing.
.. note::
To create a file whose name starts with a dot on Windows, you can use a
text editor such as Notepad++ or use the following command in a
command prompt: ``type nul > .gdignore``
Once the folder is ignored, resources in that folder can't be loaded anymore
using the ``load()`` and ``preload()`` methods. Ignoring a folder will also
automatically hide it from the FileSystem dock, which can be useful to reduce clutter.
Note that the ``.gdignore`` file's contents are ignored, which is why the file
should be empty. It does not support patterns like ``.gitignore`` files do.
.. _doc_project_organization_case_sensitivity:
Case sensitivity
----------------
Windows and recent macOS versions use case-insensitive filesystems by default,
whereas Linux distributions use a case-sensitive filesystem by default.
This can cause issues after exporting a project, since Godot's PCK virtual
filesystem is case-sensitive. To avoid this, it's recommended to stick to
``snake_case`` naming for all files in the project (and lowercase characters
in general).
.. note::
You can break this rule when style guides say otherwise (such as the
C# style guide). Still, be consistent to avoid mistakes.
On Windows 10, to further avoid mistakes related to case sensitivity,
you can also make the project folder case-sensitive. After enabling the Windows
Subsystem for Linux feature, run the following command in a PowerShell window::
# To enable case-sensitivity:
fsutil file setcasesensitiveinfo <path to project folder> enable
# To disable case-sensitivity:
fsutil file setcasesensitiveinfo <path to project folder> disable
If you haven't enabled the Windows Subsystem for Linux, you can enter the
following line in a PowerShell window *running as Administrator* then reboot
when asked::
Enable-WindowsOptionalFeature -Online -FeatureName Microsoft-Windows-Subsystem-Linux