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Repo exposing the Godot Python releases to the Godot AssetLib
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touilleMan/godot-python-assetlib-repo
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________ .___ __ __________ __ .__ / _____/ ____ __| _/_____/ |_ \______ \___.__._/ |_| |__ ____ ____ / \ ___ / _ \ / __ |/ _ \ __\ | ___< | |\ __\ | \ / _ \ / \ \ \_\ ( <_> ) /_/ ( <_> ) | | | \___ | | | | Y ( <_> ) | \ \______ /\____/\____ |\____/|__| |____| / ____| |__| |___| /\____/|___| / \/ \/ \/ \/ \/ v0.50.0 (2020-11-16) Introduction ------------ This is a beta version of the Python module for Godot. You are likely to encounter bugs and catastrophic crashes, if so please report them to https://github.com/touilleMan/godot-python/issues. Working features ---------------- Every Godot core features are expected to work fine: - builtins (e.g. Vector2) - Objects classes (e.g. Node) - signals - variable export - rpc synchronisation On top of that, mixing GDscript and Python code inside a project should work fine. Using Pip --------- Pip must be installed first with `ensurepip`: On Windows: ``` $ <pythonscript_dir>/windows-64/python.exe -m ensurepip # Only need to do that once $ <pythonscript_dir>/windows-64/python.exe -m pip install whatever ``` On Linux/macOS: ``` $ <pythonscript_dir>/x11-64/bin/python3 -m ensurepip # Only need to do that once $ <pythonscript_dir>/x11-64/bin/python3 -m pip install whatever ``` Note you must use `python -m pip` to invoke pip (using the command `pip` directly will likely fail in a cryptic manner) Not so well features -------------------- Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple and may work out of the box...). Have fun ;-) - touilleMan
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