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83 changes: 58 additions & 25 deletions tutorials/export/exporting_pcks.rst
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ Exporting packs, patches, and mods
Use cases
---------

Oftentimes one would like to add functionality to one's game after it has been
Oftentimes, one would like to add functionality to one's game after it has been
deployed.

Examples of this include...
Expand All @@ -18,11 +18,11 @@ Examples of this include...
These tools help developers to extend their development beyond the initial
release.

Overview of PCK files
---------------------
Overview of PCK/ZIP files
-------------------------

Godot enables this via a feature called **resource packs** (PCK files,
with extension ``.pck``).
with the ``.pck`` extension, or ZIP files).

**Advantages:**

Expand All @@ -35,9 +35,9 @@ with extension ``.pck``).

The first part of using them involves exporting and delivering the project to
players. Then, when one wants to add functionality or content later on, they
just deliver the updates via PCK files to the users.
just deliver the updates via PCK/ZIP files to the users.

PCK files usually contain, but are not limited to:
PCK/ZIP files usually contain, but are not limited to:

- scripts
- scenes
Expand All @@ -48,21 +48,35 @@ PCK files usually contain, but are not limited to:
- music
- any other asset suitable for import into the game

The PCK files can even be an entirely different Godot project, which the
The PCK/ZIP files can even be an entirely different Godot project, which the
original game loads in at runtime.

It is possible to load both PCK and ZIP files as additional packs at the same time.
See :ref:`doc_exporting_projects_pck_versus_zip` for a comparison of the two formats.

.. seealso::

If you want to load loose files at runtime (not packed in a PCK or ZIP by Godot),
consider using :ref:`doc_runtime_loading_and_saving` instead.
This is useful for loading user-generated content that is not made with Godot,
without requiring users to pack their mods into a specific file format.

The downside of this approach is that it's less transparent to the game logic,
as it will not benefit from the same resource management as PCK/ZIP files.

Generating PCK files
--------------------

In order to pack all resources of a project into a PCK file open the project
and go to Project/Export and click on "Export PCK/Zip". Also make sure to have
an export template selected while doing so.
In order to pack all resources of a project into a PCK file, open the project
and go to **Project > Export** and click on **Export PCK/ZIP**. Also, make sure
to have an export preset selected while doing so.

.. image:: img/export_pck.webp

Another method would be to :ref:`export from the command line <doc_command_line_tutorial_exporting>`.
If the output file ends with a PCK or ZIP file extension, then the export
process will build that type of file for the chosen platform.
Another method would be to :ref:`export from the command line <doc_command_line_tutorial_exporting>`
with ``--export-pack``. The output file must with a ``.pck`` or ``.zip``
file extension. The export process will build that type of file for the
chosen platform.

.. note::

Expand All @@ -86,19 +100,19 @@ process will build that type of file for the chosen platform.
use a tool-build of the engine (for security), so it's best to keep
the modding tool and game separate.

Opening PCK files at runtime
----------------------------
Opening PCK or ZIP files at runtime
-----------------------------------

To import a PCK file, one uses the ProjectSettings singleton. The following
example expects a mod.pck file in the directory of the games executable.
The PCK file contains a mod_scene.tscn test scene in its root.
To load a PCK or ZIP file, one uses the ProjectSettings singleton. The following
example expects a ``mod.pck`` file in the directory of the game's executable.
The PCK or ZIP file contains a ``mod_scene.tscn`` test scene in its root.

.. tabs::
.. code-tab:: gdscript GDScript

func _your_function():
# This could fail if, for example, mod.pck cannot be found.
var success = ProjectSettings.load_resource_pack("res://mod.pck")
var success = ProjectSettings.load_resource_pack(OS.get_executable_path().get_base_dir().path_join("mod.pck"))

if success:
# Now one can use the assets as if they had them in the project from the start.
Expand All @@ -109,7 +123,7 @@ The PCK file contains a “mod_scene.tscn” test scene in its root.
private void YourFunction()
{
// This could fail if, for example, mod.pck cannot be found.
var success = ProjectSettings.LoadResourcePack("res://mod.pck");
var success = ProjectSettings.LoadResourcePack(OS.get_executable_path().get_base_dir().path_join("mod.pck));

if (success)
{
Expand All @@ -120,20 +134,39 @@ The PCK file contains a “mod_scene.tscn” test scene in its root.

.. warning::

By default, if you import a file with the same file path/name as one you already have in your
project, the imported one will replace it. This is something to watch out for when
creating DLC or mods. You can solve this problem by using a tool that isolates mods to a specific mods subfolder.
However, it is also a way of creating patches for one's own game. A
PCK file of this kind can fix the content of a previously loaded PCK.
By default, if you import a file with the same file path/name as one you
already have in your project, the imported one will replace it. This is
something to watch out for when creating DLC or mods. You can solve this
problem by using a tool that isolates mods to a specific mods subfolder.

However, it is also a way of creating patches for one's own game. A PCK/ZIP
file of this kind can fix the content of a previously loaded PCK/ZIP
(therefore, the order in which packs are loaded matters).

To opt out of this behavior, pass ``false`` as the second argument to
:ref:`ProjectSettings.load_resource_pack() <class_ProjectSettings_method_load_resource_pack>`.

.. note::

For a C# project, you need to build the DLL and place it in the project directory first.
Then, before loading the resource pack, you need to load its DLL as follows:
``Assembly.LoadFile("mod.dll")``

Troubleshooting
^^^^^^^^^^^^^^^

If you are loading a resource pack and are not noticing any changes, it may be
due to the pack being loaded too late. This is particularly the case with menu
scenes that may preload other scenes using
:ref:`preload() <class_@GDScript_method_preload>`. This means that loading
a pack in the menu will not affect the other scene that was already preloaded.

To avoid this, you need to load the pack as early as possible.
To do so, create a new :ref:`autoload <doc_singletons_autoload>` script and
call :ref:`ProjectSettings.load_resource_pack() <class_ProjectSettings_method_load_resource_pack>`
in the autoload script's ``_init()`` function, rather than ``_enter_tree()``
or ``_ready()``.

Summary
-------

Expand Down
2 changes: 2 additions & 0 deletions tutorials/export/exporting_projects.rst
Original file line number Diff line number Diff line change
Expand Up @@ -220,6 +220,8 @@ the command:
See :ref:`doc_command_line_tutorial` for more information about using Godot
from the command line.

.. _doc_exporting_projects_pck_versus_zip:

PCK versus ZIP pack file formats
--------------------------------

Expand Down
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