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  • Please allow GODOT to create new project on other hard disk

I am using a mac pro and worked with several hard disks. Currently, GODOT only allow to create a new project on default hard disk. I don't understand why there is a limit in the 1st place since it is very cumbersome to make a project on default hard disk and then move it to somewhere else.

I hope I am not the only one who want to have this limitation removed.

When you create a new project, you can specify the file path.

And in Editor >> Editor Settings... >> Filesystem >> Directories, you can change the Default Project Path.

You can create projects anywhere you want. You choose it in the new project dialog or in the editor settings. I know for sure it works fine on Linux and Windows. I don't have a Mac, so maybe there is some security setting or otherwise that is blocking it. But I don't see why it wouldn't be possible.

Currently, it is not possible to create a project outside of a given default hard disk for mac. This should be a bug and it needs to be fixed!!!

I find it hard to believe this doesn't work, but I don't use macOS, so maybe there is some OS related limitation. I am getting an M1 MacBook for testing (should arrive tomorrow), so I can try this myself and see if it actually is a bug.

OSX can mount a hard disk anywhere in the file system and abstracts the concept of a seperate disk (same as linux, think it even uses /etc/fstab)

As such I think the only explanation is either not knowing the actual file path to the disk mount point, or file permissions.

I'd say run 'df -h' in a terminal or check in the Disk Utility. It's probably '/dev/diskx' and this path 'should' always work in Godot's project manager.

If you can confirm you've tried the mount point as a path and have rw file permissions, then I'd say it's a bug, but suspect something else is afoot as Godot should neither know nor care what a hard disk even is.

I just got my MacBook Air. As expected, there is no problem. You can create projects on any disk.

I am showing the problem here! Even if I click on the "Goto parent folder" button, I can't go up to the level to see all external hard disks. I think this is a serious bug!

For me I just have to click the drop down to select other volumes.

There is no parent folder of the root directory, so it's not a bug, rather a misunderstanding of the osx file system:

This should help: https://osxdaily.com/2007/03/30/mac-os-x-directory-structure-explained/

As cyberreality already mentioned there's the dropdown option, but also it looks like OSX hides many of the system folders by default.

This may also be worth a read: https://www.macworld.co.uk/how-to/show-hidden-files-mac-3520878/

From the Mac Finder, command + up arrow allows me moving to the upper level to see all existing hard disks. So GODOT should allow moving to the upper level as well when I click on "Go to parent folder". That is why I think it is a bug.

@muonium said: From the Mac Finder, command + up arrow allows me moving to the upper level to see all existing hard disks. So GODOT should allow moving to the upper level as well when I click on "Go to parent folder". That is why I think it is a bug.

It's not a bug then, it's a feature request. You can make a proposal on the Godot proposal repository if you want such a feature to be considered for a future version of Godot.

Or you could implement the feature yourself. :wink:

But it's not an "upper level", the root is the top level. This is the same on Linux and most Unix-based systems. Windows is different though, but even on Windows, you cannot go above the root of a particular drive. So this is not a bug in Godot, or unexpected behavior. This is how file systems work on all major operating systems.

I expected the same behavior as Finder does and I thought it was a bug since it is not working as Finder.

One more complaint I have is currently GODOT doesn't allow drag and drop of a folder from other hard disk either.

@muonium said: One more complaint I have is currently GODOT doesn't allow drag and drop of a folder from other hard disk either.

Again, this works completely fine. There is no problem with Godot. Clearly there is a problem elsewhere...

Does it work if you remove the quarantine attribute on the Godot application bundle by running the following command in a terminal?

# Change the path if you didn't install Godot.app in your system-wide /Applications folder.
xattr -d com.apple.quarantine /Applications/Godot.app

This should normally not be required as Godot 3.3 and later are signed and notarized, but we never know.