Hello, im sure all of us have had this question at one point in their multi year career using godot. How do i share my scenes, extensible code/scripts/ autoloads scenes and other resources that you make in one godot project but want to import them as already ready made components into another project?

There must be better way just to copy over from one project directory to another?

Ive been thinking to maybe use them as plugin/asset but i don't want to put them out into public (i havent really looked into it that deep), not because they are something secret, its just tests over test and not ready for public eyes if you know what im saying 🙂.

Can maybe someone point me in the right direction on how to gitify the component creation so that you don't end up with endless amounts of half baked projects and get lost in your own creation hell.

Forgot to include an example:

example would be you create menu system where you import a scene with menus add to exported variables the scenes you want to link and then everything works.. because the menu system is agnostic to whatever you plug into it.

  • xyz replied to this.
    8 days later

    I like the idea of a fairly minimal tech stack when choosing git submodules.

    Although I'm fairly new to Godot (literally just starting), I programmed web apps before and used git (I even used submodules once, but that was a long time ago), therefore I would like to ask a question!

    If I wanted to have such a Nuget feed for Godot nodes using git submodules, I would import my node and every possible testing measure (like unit tests) I kept in the node git repo.

    Is it something that can be addressed, or do I have to get used to the "node modules" way of sucking everything in?