Comments (3)
I like both of those ideas. The pre-archive hook would open up a ton of possibilities for further extensibility as well.
The tricky part is Mac builds are automatically exported as archived, so there needs to be additional logic to open the archive up, copy the files, then archive it again.
In the meantime, I believe you can accomplish what you want within Godot by utilizing the EditorExportPlugin API. See this comment godotengine/godot#22950 (comment)
This will allow you to copy files alongside your export during the Godot export process, which will work just fine with this action.
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Thanks a lot for pointing me to that script! I had searched through issues in godot
but couldn't find that.
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This action has changed quite a bit with 4.0.0. I now believe it's possible to do a lot more with this action. Feel free to reopen if this is an issue that's still worth discussing!
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Related Issues (20)
- Support for Blender files HOT 3
- godot 4 rendering issues with 3d HOT 8
- No loader found for resource error on Exporting binaries HOT 1
- An option to 'exclude' paths from the build with patterns HOT 1
- Godot 4 separate importing option HOT 3
- Add command-line option to install android template HOT 4
- Cache dependencies using GitHub cache HOT 2
- Building with Mono doesnt generate PCK
- Cache restore causes Godot URL changes to be ignored
- Include support for Blender imports HOT 3
- Error when trying to look for classes in some plugins HOT 3
- Mono 4.1.1 - Error: ENOTDIR: not a directory, scandir HOT 1
- Include setup of FBX2glTF
- Exporting mac target from linux runner fails silently HOT 3
- Certificate expired - downloads.tuxfamily.org HOT 2
- Build hanging on import game HOT 5
- Build hanging on export binaries HOT 1
- Game won't export with action, but exports fine via Editor HOT 1
- Control over which presets are built HOT 2
- Corrupt resources on Linux & Windows? HOT 1
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