Custom Protocols #4422
sairam4123
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I feel this proposal conflicts with Godot's project organization guidelines, which recommend grouping files by purpose rather than by type. This also makes paths harder to copy-paste across projects, as custom protocols would be defined on a per-project basis with nonstandard paths in each project. This in turn can make refactoring and plugin management harder (what about conflicts between plugins?). |
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Let's say we want to have a protocol for assets, instead of doing
user://assets
everytime, we can doassets://
Just like how Scene Unique Nodes have been implemented, the file protocols will work the same way with some extended behaviour.
If file-paths in the host system are missing, then it will be created automatically.
If more than one file_path is provided, the resulting protocol will have both filepaths.
If two file paths in the protocol have same file name, the first file will be replaced by the second file.
It's also better to use this system if you have a big nested system of folders, this will be really helpful.
I hope I'm clear with what I'm trying to convey here.
Let me know if there's anything wrong with this approach.
I'll clearly state this:
For nested use of protocols, the protocols you can use are the protocols you have defined above.
It's like Folder Union, union of multiple folders as a single folder, and custom protocols create a proxy to the folder.
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