Back to ⚡ Hacks of the project.
See 💕 Examples of the project.
After setup, you should have no errors and no warnings.
- Either click Use this template in Github or clone the repository.
- Setup GDScript Toolkit python package to use formatter and linter plugins.
- Open (Import) the project for the first time in the Godot Editor.
- Enable all plugins, then restart the project "Project > Reload Current Project".
On Godot 4.3, you must also:
- Do font uuid workaround by opening
res://resources/global/theme.tresand clear then set again the fontnoto_sans.woff. - Do font fallbacks workaround by editing
noto_sans.woff.importand pasting lines:
Fallbacks=null
fallbacks=[Resource("res://assets/font/noto_sans/woff/noto_sans_arabic.woff"), Resource("res://assets/font/noto_sans/woff/noto_sans_hebrew.woff"), Resource("res://assets/font/noto_sans/woff/noto_sans_hk.woff"), Resource("res://assets/font/noto_sans/woff/noto_sans_jp.woff"), Resource("res://assets/font/noto_sans/woff/noto_sans_kr.woff"), Resource("res://assets/font/noto_sans/woff/noto_sans_sc.woff"), Resource("res://assets/font/noto_sans/woff/noto_sans_tc.woff"), Resource("res://assets/font/noto_sans/woff/noto_sans_thai.woff")]
To resolve "invalid UID" warnings, re-save the scene causing them.
- Add a new enum value in
ConfigurationEnum. - Create a new
_cfgscene (inautoload/configuration/configuration_controller/) and set export variables in the editor. - Instantiate the new
_cfgscene as child ofConfigurationautoload. - Instantiate a new UI node (from
scenes/node/menu/menu_configuration/) and set export variables in the editor.
For questions and help, open a Github Issue or contact Discord tiny_takin_teller.
- Opening the project for the first time, I have errors/warnings?
- Try (re)enable all Plugins and then select "Reload Current Project".
- Warning "ext_resource, invalid UID" when opening the project?
- Resolve by re-saving the mentioned scene (.tscn), e.g. rename root node.
Editor layout can be changed via "Editor > Editor Layout > ..." in Godot Editor.
To use my layout, locate editor_layouts.cfg in Editor Data Paths and add:
[takin_godot_template]
dock_1_selected_tab_idx=0
dock_5_selected_tab_idx=0
dock_floating={}
dock_bottom=[]
dock_closed=[]
dock_split_1=0
dock_split_3=0
dock_hsplit_1=365
dock_hsplit_2=170
dock_hsplit_3=-430
dock_hsplit_4=0
dock_filesystem_h_split_offset=240
dock_filesystem_v_split_offset=0
dock_filesystem_display_mode=0
dock_filesystem_file_sort=0
dock_filesystem_file_list_display_mode=1
dock_filesystem_selected_paths=PackedStringArray("res://")
dock_filesystem_uncollapsed_paths=PackedStringArray("res://")
dock_1="FileSystem,Scene,Scene Manager"
dock_5="Inspector,Node,Import,History"
For editor features, you can change "Editor > Manage Editor Features..." (e.g. toggle 3D Editor view).