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Imagine having TWO plugins. Silly Godot! :nyeh:

14 jours plus tard

So any word on this? This feels like it might be kind of a dealbreaker for anyone trying to use JSON for anything non-Spine-related @_@;

No word from the core team yet I'm afraid. We'll likely have to use a custom extension for .json files. We already do for imported assets, .spjson, and I guess I'll use that for files to be imported as well. It's not great, as that will break existing projects :/

Regrettable, but better than nothing.

One way you could go about it is adding it as an export option in the editor - like, an "Export for Godot" option that simply changes the export extension. You could even provide a batch file for converting existing files (which, technically, is something anybody with some command-line expertise could probably do, but still)

I tried to find docs on how to add settings for a plugin but came up with nothing. Do you happen to have a link? Link to sources would also be good enough. Also, it seems the plugin's importer is only queried once for its supported extensions on load, so I wonder if this setup would work.

Oop - I was suggesting a tweak for the Spine editor, my bad. I'm afraid I'm not familiar with Godot's inner workings.

Mario a écrit

No word from the core team yet I'm afraid. We'll likely have to use a custom extension for .json files. We already do for imported assets, .spjson, and I guess I'll use that for files to be imported as well. It's not great, as that will break existing projects :/

It's a shame Godot doesn't allow this :/, if there are no other alternatives then I guess introducing a breaking change this early wouldn't be that bad since the runtime released just recently and most people's projects are probably still in early stages.

un an plus tard
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