Install Asset
Install via Godot
To maintain one source of truth, Godot Asset Library is just a mirror of the old asset library so you can download directly on Godot via the integrated asset library browser
Quick Information
/!\ This module is deprecated !!! See PythonScript module (https://godotengine.org/asset-library/asset/179) instead /!\ /!\ This module requires to restart Godot once installed /!\Introduction------------This is a beta version of the Python module for Godot.You are likely to encounter bugs and catastrophic crashes, if so pleasereport 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 synchronisationOn top of that, mixing GDscript and Python code inside a project should work fine.Python and pip are working, however depending on platform and backend they- on Windows+CPython use `python.exe` and `python.exe -m pip`- on Linux+CPython `bin/python` and `bin/pip` are provided out of the box.However you must provide path to `libpython3.6m.so` to make them run:```$ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version$ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version```- on Linux+Pypy `bin/pypy` runs like a charm, you should use ensurepip toinstall pip:```$ bin/pypy -m ensurepip$ bin/pypy -m pip --version```Not so well features--------------------Memory management is a big issue (given Godot and Python garbage collectors should be synchronized)so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...).Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple andmay work out of the box...).Have fun ;-)- touilleMan
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/ / ____ | // | ____ _../ || |__ ____ ____
/ \ ___ / _ \ / __ |/ _ \ \ | < | |\ __\ | \ / _ \ / \
\ _\ ( <_> ) // ( <_> ) | | | _ | | | | Y ( <> ) |
___ /_/_ |_/|| |_| / _| || |__| /_/|__| /
/ / / / /
v0.11.3 (2018-05-01)
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.
Python and pip are working, however depending on platform and backend they
- on Windows+CPython use
python.exe
andpython.exe -m pip
- on Linux+CPython
bin/python
andbin/pip
are provided out of the box. However you must provide path tolibpython3.6m.so
to make them run:$ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version $ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version
- on Linux+Pypy
bin/pypy
runs like a charm, you should use ensurepip to install pip:$ bin/pypy -m ensurepip $ bin/pypy -m pip --version
Not so well features
Memory management is a big issue (given Godot and Python garbage collectors should be synchronized) so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...).
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
/!\ This module is deprecated !!! See PythonScript module (https://godotengine.org/asset-library/asset/179) instead /!\
/!\ This module requires to restart Godot once installed /!\
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.
Python and pip are working, however depending on platform and backend they
- on Windows+CPython use `python.exe` and `python.exe -m pip`
- on Linux+CPython `bin/python` and `bin/pip` are provided out of the box.
However you must provide path to `libpython3.6m.so` to make them run:
```
$ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version
$ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version
```
- on Linux+Pypy `bin/pypy` runs like a charm, you should use ensurepip to
install pip:
```
$ bin/pypy -m ensurepip
$ bin/pypy -m pip --version
```
Not so well features
--------------------
Memory management is a big issue (given Godot and Python garbage collectors should be synchronized)
so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...).
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
Reviews
Quick Information
/!\ This module is deprecated !!! See PythonScript module (https://godotengine.org/asset-library/asset/179) instead /!\ /!\ This module requires to restart Godot once installed /!\Introduction------------This is a beta version of the Python module for Godot.You are likely to encounter bugs and catastrophic crashes, if so pleasereport 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 synchronisationOn top of that, mixing GDscript and Python code inside a project should work fine.Python and pip are working, however depending on platform and backend they- on Windows+CPython use `python.exe` and `python.exe -m pip`- on Linux+CPython `bin/python` and `bin/pip` are provided out of the box.However you must provide path to `libpython3.6m.so` to make them run:```$ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version$ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version```- on Linux+Pypy `bin/pypy` runs like a charm, you should use ensurepip toinstall pip:```$ bin/pypy -m ensurepip$ bin/pypy -m pip --version```Not so well features--------------------Memory management is a big issue (given Godot and Python garbage collectors should be synchronized)so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...).Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple andmay work out of the box...).Have fun ;-)- touilleMan