Manage Your Godot Project Code Like a Pro: A Beginner’s Guide to Git & LFS

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Battery Acid Dev

Battery Acid Dev

Күн бұрын

Пікірлер: 8
@BatteryAcidDev
@BatteryAcidDev 9 ай бұрын
Let me know if you have a different approach or have any questions!
@rayaxir8361
@rayaxir8361 7 ай бұрын
I really don't understand why you don't have 1000 times more views and subs, great video!
@BatteryAcidDev
@BatteryAcidDev 7 ай бұрын
Wow thank you! I guess it's part of the youtube grind, not sure... Feel free to share somewhere, every bit helps! 🙏
@ld2studio675
@ld2studio675 9 ай бұрын
Thanks a lot for the helpful tips.
@BatteryAcidDev
@BatteryAcidDev 9 ай бұрын
Happy to hear it was helpful!
@seannewell397
@seannewell397 4 ай бұрын
How would you handle addons / plugins? Should they be git ignored and managed with a script, or can Godot start w/out them and new team members install them via the asset store?
@BatteryAcidDev
@BatteryAcidDev 4 ай бұрын
This is a good question. I would say typically, frameworks will hold a configuration of what add ons a project has, and not the full thing, then when a new person joins and launch the project it pulls them in. I don’t think game development or the editors approach it in the same way. So you may have to commit the full plugin. If it’s a large import, you can enable LFS as needed. You can also make that decision as a team, but if you make them install manually, you have to make sure they are on the same version. A script approach sounds like a good idea, maybe there’s already a solution out there for Godot, I haven’t really looked
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