EditorPaths
Editor-only singleton that returns paths to various OS-specific data folders and files.
EditorPaths.swift:16class EditorPaths
This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system.
Superclasses
class Object
Base class for all other classes in the engine.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
func getCacheDir(
) -> String Returns the absolute path to the user’s cache folder. This folder should be used for temporary data that can be removed safely whenever the editor is closed (such as generated resource thumbnails).
func getConfigDir(
) -> String Returns the absolute path to the user’s configuration folder. This folder should be used for persistent user configuration files.
func getDataDir(
) -> String Returns the absolute path to the user’s data folder. This folder should be used for persistent user data files such as installed export templates.
func getProjectSettingsDir(
) -> String Returns the project-specific editor settings path. Projects all have a unique subdirectory inside the settings path where project-specific editor settings are saved.
func getSelfContainedFile(
) -> String Returns the absolute path to the self-contained file that makes the current Godot editor instance be considered as self-contained. Returns an empty string if the current Godot editor instance isn’t self-contained. See also
isSelfContained
.func isSelfContained(
) -> Bool Returns
true
if the editor is marked as self-contained,false
otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in aneditor_data/
folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.