Since Godot has no restrictions on project structure or filesystem usage, organizing files when learning the engine can seem challenging. This tutorial suggests a workflow which should be a good starting point. We will also cover using version control with Godot.
由于godot对项目结构或文件系统使用没有限制,学习引擎时组织文件看起来很有挑战性,本教程提出了一个工作流程,这应该是一个很好的起点,我们还将覆盖使用godot的版本控制
组织
Godot is scene-based in nature, and uses the filesystem as-is, without metadata or an asset database.
Unlike other engines, many 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.
Godot 本身是基于场景的,并使用了文件系统,没有元数据或资源数据库。
不像其他的引擎,场景本身包含了大量资源,因此文件系统中的文件数量要少得多。
考虑到这一点,最常见的方法是将资源按照场景分组,当项目变大时,更易于维护。
例如,基本的精灵图像,3D 模型场景或网格,材质等通常可以组织到一起,使用单独的文件夹来存储它们,从而将它们用于构建