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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.
- ::
- /project.godot
- /docs/.gdignore
- /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
- 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.
- If a folder shouldn't be imported into Godot, an exception can be made with a
- .gdignore file.
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