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. Python and pip are working, however depending on platform and backend they - on Windows+CPython use `python.exe` and `python.exe -m pip` - on Linux+CPython `bin/python` and `bin/pip` are provided out of the box. However you must provide path to `libpython3.6m.so` to make them run: ``` $ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version $ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version ``` - on Linux+Pypy `bin/pypy` runs like a charm, you should use ensurepip to install pip: ``` $ bin/pypy -m ensurepip $ bin/pypy -m pip --version ``` Not so well features -------------------- Memory management is a big issue (given Godot and Python garbage collectors should be synchronized) so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...). 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 | |
Version String | 0.50.0 | 0.10.0 |
Download Commit | 9c36f5b82d890c2b6f6ba3dea65ee3381c35c991 | |
Download Url (Computed) | https://github.com/touilleMan/godot-python-assetlib-repo/archive/9c36f5b82d890c2b6f6ba3dea65ee3381c35c991.zip | |
Icon Url |
https://cdn.rawgit.com/touilleMan/godot-python/master/misc/godot_python.png
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https://cdn.rawgit.com/touilleMan/godot-python/master/misc/godot_python.png
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