Hi there,

How to install plugins ? Making new folder "addons" or "plugins" didn't worked.

What plugin do you want to install?

You need to make a folder in your project folder (where you engine.cfg is located) called addons.

Then you put your plugin folder there. Then you go to your project settings and enable the plugin.

https://godotengine.org/article/plugins

Isn't there a video that shows you how to install it?

@wozeparrot said: Isn't there a video that shows you how to install it?

No and i'm not sure it is compatible with Godot 3. Let's wait for official grass support.

5 months later

There is a video...however, he instructs you to go to your windows "home" folder and find a folder named ".godot" (note the period before the word godot).

I have no such .godot folder.

So plugins are per project then? If I want to use one in multiple projects, I need to put it in each projects folder. No way to have globally Active/Available plugins that are just there when you need them?

-emo

@emo10001 said: There is a video...however, he instructs you to go to your windows "home" folder and find a folder named ".godot" (note the period before the word godot).

I have no such .godot folder.

So plugins are per project then? If I want to use one in multiple projects, I need to put it in each projects folder. No way to have globally Active/Available plugins that are just there when you need them?

-emo

This would become very complicated to know what plugins need each project if they are global. It's like Unity, plugins are per project, why would you want a racing plugin in a game that is a platformer ? Or a 2D plugin in a game that is 3D ?

@emo10001 said: There is a video...however, he instructs you to go to your windows "home" folder and find a folder named ".godot" (note the period before the word godot).

I have no such .godot folder.

That is godot version 2 I believe.

@emo10001 said: No way to have globally Active/Available plugins that are just there when you need them?

-emo

And what do you think the asset "store"/tabs purpose is? ;)

@MagicLord said: This would become very complicated to know what plugins need each project if they are global. It's like Unity, plugins are per project, why would you want a racing plugin in a game that is a platformer ? Or a 2D plugin in a game that is 3D ?

Yeah I get that. I guess I was also kind of thinking about it kind of like Blender, at least certain plugins, as just a tool that's available in the editor. I have Pro Lighting skies "enabled" in Blender, even though I might not be using it in every project. I guess it depends on the plugin type Having an "asset painter" plugin available when needed would be nice, without having to go create a folder for it in every project and dropping it in manually.

@Megalomaniak said: And what do you think the asset "store"/tabs purpose is? ;)

So that I can go buy/download my "globally available" plugin :wink:

However, it's certainly not a big deal. And I don't pretend to understand how all plugins may work and/or are implemented in Godot.

-emo

Yeah, but blender doesn't even have a concept for/of what a project is.