Edit of asset "PythonScript" Accepted
Old/Current | New/Edit | |
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Title | PythonScript | |
Description |
/!\ This module requires to restart Godot once installed /!\ Introduction ------------ This is a beta version of the Python module for Godot. You are likely to encounter bugs and catastrophic crashes, if so please report them to https://github.com/touilleMan/godot-python/issues. Working features ---------------- Every Godot core features are expected to work fine: - builtins (e.g. Vector2) - Objects classes (e.g. Node) - signals - variable export - rpc synchronisation On top of that, mixing GDscript and Python code inside a project should work fine. Using Pip --------- On windows, pip must be installed first with `ensurepip`: ``` $ <pythonscript_dir>/windows-64/python.exe -m ensurepip # Only need to do that once $ <pythonscript_dir>/windows-64/python.exe -m pip install whatever ``` On linux/macOS, pip should be already present: ``` $ <pythonscript_dir>/x11-64/bin/python3 -m pip install whatever ``` Note you must use `python -m pip` to invoke pip (using the command `pip` directly will likely fail in a cryptic manner) Not so well features -------------------- Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple and may work out of the box...). Have fun ;-) - touilleMan |
/!\ This module requires to restart Godot once installed /!\ Introduction ------------ This is a beta version of the Python module for Godot. You are likely to encounter bugs and catastrophic crashes, if so please report them to https://github.com/touilleMan/godot-python/issues. Working features ---------------- Every Godot core features are expected to work fine: - builtins (e.g. Vector2) - Objects classes (e.g. Node) - signals - variable export - rpc synchronisation On top of that, mixing GDscript and Python code inside a project should work fine. Using Pip --------- On windows, pip must be installed first with `ensurepip`: ``` $ <pythonscript_dir>/windows-64/python.exe -m ensurepip # Only need to do that once $ <pythonscript_dir>/windows-64/python.exe -m pip install whatever ``` On linux/macOS, pip should be already present: ``` $ <pythonscript_dir>/x11-64/bin/python3 -m pip install whatever ``` Note you must use `python -m pip` to invoke pip (using the command `pip` directly will likely fail in a cryptic manner) Not so well features -------------------- Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple and may work out of the box...). Have fun ;-) - touilleMan |
Category | Scripts | |
License | MIT | |
Repository Provider | GitHub | |
Repository Url | https://github.com/touilleMan/godot-python-assetlib-repo | |
Issues Url | https://github.com/touilleMan/godot-python/issues | |
Godot version | Godot 3.2 | Godot 3.2 |
Version String | 0.50.0 | 0.30.0 |
Download Commit | 9c36f5b82d890c2b6f6ba3dea65ee3381c35c991 | 3deebb92a2a0f256c0e71681ae11db72f7d5e21f |
Download Url (Computed) | https://github.com/touilleMan/godot-python-assetlib-repo/archive/9c36f5b82d890c2b6f6ba3dea65ee3381c35c991.zip | https://github.com/touilleMan/godot-python-assetlib-repo/archive/3deebb92a2a0f256c0e71681ae11db72f7d5e21f.zip |
Icon Url |
https://cdn.rawgit.com/touilleMan/godot-python/master/misc/godot_python.png
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