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 res://
and user://
notations
and where Godot stores user files on your hard-drive.
Separadores de rutas¶
To make supporting multiple platforms easier, 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
C:/Projects
.
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
file character.png
located in the project's root folder in code with the
following path: res://character.png
.
Accessing persistent user data¶
To store persistent data files, like the player's save or settings, you want to
use 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.
The user://
prefix points to a different directory on the user's device.
Unlike res://
, the directory pointed at by user://
is guaranteed to be
writable to, even in an exported project.
On desktop platforms, the actual directory paths for user://
are:
Tipo |
Localización |
---|---|
Datos de usuario |
|
User data
(when |
|
[project_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.
On mobile platforms, this path is unique to the project and is not accessible by other applications for security reasons.
On HTML5 exports, user://
will refer to a virtual filesystem stored on the
device via IndexedDB. (Interaction with the main filesystem can still be performed
through the JavaScript singleton.)
Rutas de datos del editor¶
The editor uses different paths for user data, user settings, and cache, depending on the platform. By default, these paths are:
Tipo |
Localización |
---|---|
Datos de usuario |
|
User data
(when |
|
Ajustes de usuario |
|
Cache |
|
Los datos de usuario contienen plantillas de exportación y datos específicos del proyecto.
Los ajustes del usuario contienen ajustes del editor, temas del editor de texto, plantillas de script, etc.
La cache contiene datos temporales. Pueden ser eliminados con seguridad cuando Godot se cierre.
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.
Nota
Si usas Godot empaquetado como un Flatpak, las rutas de datos del editor se ubicarán en subcarpetas como ~/.var/app/org.godotengine.Godot/
.
Modo autónomo¶
If you create a file called ._sc_
or _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
editor.
El Steam release of Godot utiliza el modo autónomo por defecto.
Nota
Self-contained mode is not supported in exported projects yet. To read and write files relative to the executable path, use OS.get_executable_path(). Note that writing files in the executable path only works if the executable is placed in a writable location (i.e. not Program Files or another directory that is read-only for regular users).