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+.. _doc_exporting_pcks:
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+
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+Exporting packs, patches, and mods
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+==================================
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+
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+Use cases
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+---------
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+
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+Oftentimes one would like to add functionality to one's game after it has been
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+deployed.
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+
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+Examples of this include...
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+
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+- Downloadable Content: the ability to add features and content to one's game.
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+- Patches: the ability to fix a bug that is present in a shipped product.
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+- Mods: grant other people the ability to create content for one's game.
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+
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+These tools help developers to extend their development beyond the initial
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+release.
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+
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+Overview of \*.pck files
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+------------------------
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+
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+Godot enables this via a feature called **resource packs**
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+(\*.pck files).
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+
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+**Advantages:**
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+
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+- incremental updates/patches
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+- offer DLCs
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+- offer mod support
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+- no source code disclosure needed for mods
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+- more modular project structure
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+- users don’t have to replace the entire game
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+
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+The first part of using them involves exporting and delivering the project to
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+players. Then, when one wants to add functionality or content later on, they
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+just deliver the updates via \*.pck file to the users.
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+
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+\*.pck files usually contain, but are not limited to:
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+
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+- scripts
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+- scenes
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+- shaders
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+- models
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+- textures
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+- sound effects
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+- music
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+- any other asset suitable for import into the game
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+
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+The \*.pck files can even be an entirely different Godot project, which the
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+original game loads in at runtime.
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+
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+Generating \*.pck files
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+-----------------------
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+
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+In order to pack all resources of a project into a \*.pck file open the project
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+and go to Project/Export and click on “Export PCK/Zip”. Also make sure to have
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+an export template selected while doing so.
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+
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+.. image:: img/export_pck.png
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+
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+Another method would be to `export from the command line
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+<https://docs.godotengine.org/en/latest/getting_started/editor/command_line_tutorial.html#exporting>`_.
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+If the output file ends with a \*.pck or \*.zip file extension, then the export
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+process will build that type of file for the chosen platform.
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+
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+.. note::
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+ If one wishes to support mods for their game, they will need their users to
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+ create similarly exported files. Assuming the original game expects a
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+ certain structure for the \*.pck's resources and/or a certain interface for
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+ its scripts, then either...
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+
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+ 1. The developer must publicize documentation of these expected structures/
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+ interfaces, expect modders to install Godot Engine, and then also expect
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+ those modders to conform to the documentation's defined API when building
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+ mod content for the game (so that it will work). Users would then use
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+ Godot's built in exporting tools to create a \*.pck file, as detailed
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+ above.
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+ 2. The developer uses Godot to build a GUI tool for adding their exact API
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+ content to a project. This Godot tool must either run on a tools-enabled
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+ build of the engine or have access to one (distributed alongside or
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+ perhaps in the original game's files). The tool can then use the Godot
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+ executable to export a \*.pck file from the command line with
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+ :ref:`OS.execute <class_OS_execute>`. It makes the most sense for the
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+ game to not use a tool-build though (for security) and for the modding
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+ tools to *do* use a tool-enabled engine build.
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+
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+Opening \*.pck files at runtime
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+-------------------------------
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+
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+To import a \*.pck file, one uses a one-liner. Keep in mind, there is no
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+error or exception if the import fails. Instead, one might have to create some
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+validation code as a layer on top. The following example expects a “mod.pck”
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+file in the directory of the games executable. The \*.pck file contains a
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+“mod_scene.tscn” test scene in its root.
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ func _your_function():
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+ ProjectSettings.load_resource_pack("res://mod.pck")
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+ # Now one can use the assets as if they had them in the project from the start
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+ var imported_scene = load("res://mod_scene.tscn")
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+
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+ .. code-tab:: csharp
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+
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+ private void YourFunction()
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+ {
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+ ProjectSettings.LoadResourcePack("res://mod.pck");
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+ // Now one can use the assets as if they had them in the project from the start
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+ var importedScene = ResourceLoader.Load("res://mod_scene.tscn") as PackedScene;
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+ }
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+
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+.. warning::
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+ If you import a file with the same file path/name as one you already have in your
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+ project, the imported one will replace it. This is something to watch out for when
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+ creating DLC or mods (solved easily with a tool isolating mods to a specific mods
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+ subfolder). However, it is also a way of creating patches for one's own game. A
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+ \*.pck file of this kind can fix the content of a previously loaded \*.pck.
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+
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+Summary
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+-------
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+
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+This tutorial should illustrate how easy adding mods, patches or DLC to a game
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+is. The most important thing is to identify how one plans to distribute future
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+content for their game and develop a workflow that is customized for that
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+purpose. Godot should make that process smooth regardless of which route a
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+developer pursues.
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