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Clarity with addon dependancy #86262

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yankscally opened this issue Dec 17, 2023 · 2 comments
Closed

Clarity with addon dependancy #86262

yankscally opened this issue Dec 17, 2023 · 2 comments
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@yankscally
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Tested versions

All versions?

System information

All OS’

Issue description

Basically I have made an addon, and for it to work I have to use another addon.

similar to say, a python library, some of my addons can be used as-is and have no dependencies, but some rely on others I’ve made.

How am I supposed to submit these to the assetlib? What is the correct architecture for doing this? I’m sure the answer is quite simple but I would prefer a definitive answer than just to guess.

There is no documentation about this anywhere, so I’m trying to find a definitive answer, and if there isn’t one, maybe this could be the start of that discussion.

I’m using extends and class_name to make custom libraries

maybe there could be some dependency feature for the assetlib ?

Steps to reproduce

Make an addon that uses another addon

Minimal reproduction project (MRP)

No

@yankscally
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Just want to note that this isn't a feature request or proposal, but rather a question of how I can correctly organise this kind of thing in the current state, from the engine. Once a definitive answer is reached from the actual engine, I will volunteer to update the docs about this topic.

I see a proposal for package style addons here:

godotengine/godot-proposals#142

@AThousandShips
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AThousandShips commented Dec 17, 2023

For support questions and help please first turn to the other community channels, this is for bug reporting, not a help desk or for asking support questions.

The best place would be https://chat.godotengine.org/

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