File paths in Godot projects¶
This page explains how file paths work inside Godot projects. You will learn how
to access paths in your projects using the
and where Godot stores user files on your hard-drive.
To as many platforms as possible, Godot only accepts UNIX-style path separators
/). These work on all platforms, including Windows.
Instead of writing paths like
C:\Projects, in Godot, you should write
Accessing files in the project folder¶
Godot considers that a project exists in any folder that contains a
project.godot text file, even if the file is empty. The folder that contains
this file is your project's root folder.
You can access any file relative to it by writing paths starting with
res://, which stands for resources. For example, you can access an image
character.png located in the project's root folder in code with the
Accessing persistent user data¶
To store persistent data files, like the player's save or settings, you want to
user:// instead of
res:// as your path's prefix. This is because
when the game is running, the project's file system will likely be read-only.
user:// prefix points to a different directory on the user's device. On
mobile and consoles, this path is unique to the project. On desktop, the engine
stores user files in
~/Library/Application Support/Godot/app_userdata/Name on macOS (since Catalina) and
%APPDATA%/Name on Windows.
Name is based on the application
name defined in the Project Settings, but you can override it on a per-platform
basis using feature tags.
Converting paths to absolute paths or "local" paths¶
You can use ProjectSettings.globalize_path()
to convert a "local" path like
res://path/to/file.txt to an absolute OS path.
For example, ProjectSettings.globalize_path()
can be used to open "local" paths in the OS file manager
using OS.shell_open() since it only accepts
native OS paths.
To convert an absolute OS path to a "local" path starting with
Editor data paths¶
The editor uses different paths for user data, user settings, and cache, depending on the platform. By default, these paths are:
User data contains export templates and project-specific data.
User settings contains editor settings, text editor themes, script templates, etc.
Cache contains temporary data. It can safely be removed when Godot is closed.
Godot complies with the XDG Base Directory Specification on all platforms. You can override environment variables following the specification to change the editor and project data paths.
If you use Godot packaged as a Flatpak, the
editor data paths will be located in subfolders in
If you create a file called
_sc_ in the same directory as the
editor binary, Godot will enable self-contained mode. This mode makes Godot
write all user data to a directory named
editor_data/ in the same directory
as the editor binary. You can use it to create a portable installation of the
The Steam release of Godot uses self-contained mode by default.