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 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.Using Pip---------On windows, pip must be installed first with `ensurepip`:```$ <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, pip should be already present:```$ <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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/ \ ___ / _ \ / __ |/ _ \ \ | < | |\ __\ | \ / _ \ /
\ _\ ( <_> ) // ( <_> ) | | | _ | | | | 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
/!\ 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.
Using Pip
---------
On windows, pip must be installed first with `ensurepip`:
```
$
$
```
On linux/macOS, pip should be already present:
```
$
```
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
Reviews
Quick Information
/!\ 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.Using Pip---------On windows, pip must be installed first with `ensurepip`:```$ <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, pip should be already present:```$ <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