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sambler avatar sambler commented on May 31, 2024

Actually the contents of the .import folders also need to exist for the runtime to work. Maybe there needs to be a code change to fix this so that the .import contents are always rebuilt by the runtime.

As the runtime fails to work without the .import folder, should these be listed in .gitignore? Should it remain in a '.' folder or be made more visible?

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vnen avatar vnen commented on May 31, 2024

The .import folder is built if missing, but only in the editor. Import functionality is not present in a release build. For the demos, we could add the .import folder to the repository so it's ready to play, but I'm not sure if it is worth it. After all, they're all meant to be opened in editor to see how to use the features, not to mention it would increase the download size a lot.

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Calinou avatar Calinou commented on May 31, 2024

For the demos, we could add the .import folder to the repository so it's ready to play, but I'm not sure if it is worth it.

I don't think it's a good idea to commit files which could be considered build artifacts to a repository, but it makes sense to upload a ZIP archive of demos with pre-imported assets as a release (using GitHub Releases). This would be made easier if Godot had a way to import assets using the command-line, without opening the editor on every project.

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