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Icon gd-plug

Minimal plugin manager for Godot, inspired by vim-plug

Demo

This version is only compatible with Godot 4.x, check out godot3 branch for older version

Content

Features

  • Minimal
    • No dependencies other than Godot and git
  • Self-contained
  • Zero learning curve
    • Config file written in GDScript
  • Flexible
  • Blazingly fast
    • Parallel download/installation
  • Version freeze
    • Freeze plugins by branch, tag or commit
  • Reduce remote repository size
    • Dependencies can now be installed with just a single-line shell command
  • Clean uninstall
    • Remove plugin *.import files or import resources from /.import on uninstall

Commands

godot --headless -s plug.gd {action} {options...}

Actions:

Action Description
init Initialize current project by creating plug.gd at root
status Check the status of plugins(installed, added or removed), execute this command whenever in doubts
install alias update Install or update(to latest version if not freezed) "plugged" plugins based on plug.gd, or uninstall "unplugged" plugins
uninstall Uninstall all plugins, regardless of plug.gd
clean Clean unused files/folders from /.plugged
upgrade Upgrade addons/gd-plug/plug.gd to the latest version
version Print current version of gd-plug
help Show help

Options:

Option Description
production Install only plugins not marked as dev, or uninstall already installed dev plugins
test Testing mode, no files will be installed/uninstalled while files to be installed/uninstalled will be printed, mainly used with install or uninstall
force Force gd-plug to overwrite destination files when running install command. By default, gd-plug will terminate installation of plugin when any of the file found to be overwriting user files.
keep-import-file Keep ".import" files generated by plugin, when run uninstall command
keep-import-resource-file Keep files located in /.import that generated by plugin, when run uninstall command
debug alias d Print debug message
detail Print with datetime and log level, "[{time}] [{level}] {msg}"
quiet alias q, silent Disable logging

Configs

plug(src, args={})

Source:

  • Github repo: "username/repo", for example, "imjp94/gd-plug"

or

  • Any valid git url

Note

To install plugin from private repository, full Git SSH url must be used: plug("git@github.com:username/repo.git"). See Generating new SSH key and Adding a new SSH key to your Github account

Arguments:

Argument Type Description
include Array[String] Files or directories to include, only addons/ will be included if omitted. (No expression like wildcard(*) supported yet.)
exclude Array[String] Files or directories to exclude. (No expression like wildcard(*) supported yet.)
branch String Name of branch to freeze to
tag String Name of tag to freeze to
commit String Commit hash string to freeze to, must be full length 40 digits commit-hash, for example, 7a642f90d3fb88976dd913051de994e58e838d1a.
dev bool Toggle dev  mode. dev plugins will not be installed when install with production option(dev plugins will be removed if already installed)
on_updated String Post update hook, a function name declared in plug.gd that will be called whenever the plugin installed/updated. See Post Update Hook

Installation

  • gd-plug

    Install directly from Godot Asset Library

    or

    Download this repository, move addons to your {project_dir}

  • git

    Download and install git

    git must be set to environment variable

  • gd-plug-ui(optional)

    User interface for gd-plug, not required when working with commandline

Getting Started

  1. Create plug.gd at your project root, as below:
extends "res://addons/gd-plug/plug.gd"

func _plugging():
    # Declare your plugins in here with plug(src, args)
    pass

Tip

Or run init command: godot --headless -s addons/plug.gd init

  1. Declare plugins in plug.gd under _plugging(), for example:
extends "res://addons/gd-plug/plug.gd"

func _plugging():
    # Declare your plugins in here with plug(src, args)
    # By default, only "addons/" directory will be installed
    # Proudly made by me too!
    plug("imjp94/UIDesignTool")
    plug("imjp94/gd-YAFSM")

    # Tools
    plug("fenix-hub/godot-engine.github-integration")
    plug("EricEzaM/godot-color-palette")

    # Unit test
    plug("bitwes/Gut")

    # By Zylann
    plug("Zylann/godot_scatter_plugin")
    plug("Zylann/godot_heightmap_plugin")
  1. Finally, run install command in shell
# --headless is optional to disable godot window
godot --headless -s plug.gd install 

Post Update Hook

Post update hook can be connected in 3 ways:

  • Declare in plug() argument
    • plug(src, {"on_updated": "post_update"})
  • Connect to update signal
    • connect("updated", self, "post_update")
  • Overwriting _on_updated function
    • func _on_update(plugin)

Post update hook always returned with one argument - dictionary that store information about the plugin

func post_update(plugin):
    print("%s updated" % plugin.name)

Version Control

What can be ignored from version control system?

  • /.plugged: Plugins' git repo are cloned to this directory
  • /addons: Based on preference, but now dependencies can be safely ignored since it will be managed by gd-plug

What should be added to version control system?

  • plug.gd: Dependency config file
  • addons/gd-plug/plug.gd: gd-plug's core

More Examples

For most of the case, a plugin can be "plugged" without any extra configuration, as by default gd-plug will extract whatever located in plugin's /addons directory and install to current project's /addons directory.

However, some plugin's repository may be structured differently, thus, different configuration needed.

  • Addon files are not located in /addons directory, for example, Master-J/DecalCo
    • Explicitly include the directory to install:

      plug("Master-J/DecalCo", {"include": ["decalco/"]})

  • Repository contains only addons files, for example, HungryProton/scatter
    • Change install_root to destination directory and include all files: plug("HungryProton/scatter", {"install_root": "addons/scatter", "include": ["."]})
extends "res://addons/gd-plug/plug.gd"

func _plugging():
    # Declare your plugins in here with plug(src, args)
    # By default, only "addons/" directory will be installed
    # Version freeze
    plug("imjp94/UIDesignTool", {"branch": "demo"}) # Always pull update from "demo" branch
    plug("imjp94/gd-YAFSM", {"tag": "1.0.0-stable"}) # Freeze to stable version
    plug("imjp94/gd-plug", {"commit": "7a642f90d3fb88976dd913051de994e58e838d1a"}) # Must be full length 40 digits commit-hash

    # Dev plugins, can be excluded or uninstalled with "production" command
    plug("fenix-hub/godot-engine.github-integration", {"dev": true})
    plug("EricEzaM/godot-color-palette", {"dev": true})

    # Post update hook
    plug("bitwes/Gut", {"on_updated": "_on_GUT_updated"})

    # It works even if the files are not located in "addons/"
    plug("Master-J/DecalCo", {"include": ["decalco/"]})

    # Repo that contains only addon files
    plug("HungryProton/scatter", {"install_root": "addons/scatter", "include": ["."]})

    # Source other than github
    plug("https://gitlab.com/Xecestel/sound-manager") # Gitlab
    plug("file:///D/Godot/local-project/.git") # Local git repo

    connect("updated", "_on_plugin_updated")

func _on_updated(plugin):
    # Override to catch all updated plugins
    match plugin.name:
        "imjp94/gd-plug":
          print("Use upgrade command!")

func _on_GUT_updated(plugin):
    print("%s updated" % plugin.name)
    print("Installed files: " + plugin.dest_files)

func _on_plugin_updated(plugin):
    # Catch all updated plugins with signal
    print("%s post update hook with signal" % plugin.name)

Known Limitations

  • Godot always show errors from plugin repositories in ./plugged even with .gdignore (See #32)
  • Sometimes random .import files will be unable to remove, while the reason behind it still remains unknown.
    • Workaround: Read output for those .import files that failed to remove, and manually delete them.
  • autoload script references in project setting are not cleared as plugin uninstalled.
    • Workaround: Manually remove autoload scripts from project setting
  • Binary files in used by Godot can't be removed by gd-plug, when plugin uninstalled with editor opened. For example, Zylann/godot_heightmap_plugin's GDNative binaries.
    • Workaround: Quit editor, then execute clean command or manually remove plugin folder from /.plugged