This tutorial aims to propose a simple workflow on how to organize projects. Since Godot allows the programmer to use the file-system as they please, figuring out a way to organize projects when starting to use the engine can be a little challenging. Because of this, the tutorial describes simple workflow which should work as a starting point regardless of whether it is used.
Additionally, using version control can be challenging, so this proposition will include that too.
Godot is scene-based in nature, and uses the filesystem as-is, without metadata or an asset database.
Unlike other engines, a lot of resources are contained within the scene itself, so the amount of files in the filesystem is considerably lower.
Considering that, the most common approach is to group assets as close to scenes as possible; when a project grows, it makes it more maintainable.
As an example, one can usually place into a single folder their basic assets such as sprite images, 3D model meshes, materials, and music, etc. They can then use a separate folder to store built levels that use them.
/project.godot /docs/.gdignore /docs/learning.html /models/town/house/house.dae /models/town/house/window.png /models/town/house/door.png /characters/player/cubio.dae /characters/player/cubio.png /characters/enemies/goblin/goblin.dae /characters/enemies/goblin/goblin.png /characters/npcs/suzanne/suzanne.dae /characters/npcs/suzanne/suzanne.png /levels/riverdale/riverdale.scn
Godot versions prior to 3.0 did the import process from files outside the project. While this can be useful in large projects, it resulted in an organization hassle for most developers.
Because of this, assets are now transparently imported from within the project folder.
If a folder shouldn’t be imported into Godot, an exception can be made with a .gdignore file.