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2 changes: 1 addition & 1 deletion docs/documentation/building-from-source/v8.md
Original file line number Diff line number Diff line change
Expand Up @@ -172,5 +172,5 @@ The currently used version of `v8` is `12.4.254.21`.

> **NOTE:** Since the prebuilt `v8` library is built with the `windows-latest` github runner which uses VS2022, encountering `Unresolved external symbol` errors during linkage with `v8_monolith.lib` or `libucrt.lib` may be addressed by updating to the latest version of the `MSVC v143` toolchain, `Windows Universal CRT SDK` and `Visual Studio 2022` itself. See [GodotJS-Dependencies README](https://github.com/ialex32x/GodotJS-Dependencies) for the version of MSVC C++ Compiler used in different prebuilt library packages.

A prebuilt version of `Godot Editor` can be downloaded from [GodotJS-Build](https://github.com/ialex32x/GodotJS-Build/releases).
A prebuilt version of `Godot Editor` can be downloaded from [GodotJS-Build](https://github.com/godotjs/GodotJS/releases).
**Because the GodotJS-Build workflow is currently run manually, it may not be built from the latest commit of `GodotJS`.**
19 changes: 14 additions & 5 deletions docs/documentation/getting-started.md
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@@ -1,12 +1,21 @@
1. [Download the editor](https://github.com/ialex32x/GodotJS-Build/releases) and start the application
2. Rename the downloaded file to `godot` and [add Godot to your path](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html#path)
3. Open a terminal
4. Test if you can use Godot via terminal and run:
1. [Download the `editor`](https://github.com/godotjs/GodotJS/releases) based on your OS and select an JS engine (we recommend `v8` for a start) and unzip it
2. Rename the downloaded file based on your OS:
- Linux: `godot.linuxbsd.editor.x86_64` ➡️ `godot`
- MacOS: no rename required
- Windows: `godot.windows.editor.x86_64.exe` ➡️ `godot.exe`
3. [Add Godot to your PATH](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html#path)
- Linux: `/usr/local/bin`
- MacOS: `echo ~/your-path/Godot.app/Contents/MacOS|sudo tee /etc/paths.d/godot;bash -l;echo $PATH`
- Windows: `setx /M path "%path%;C:\your-path\windows-editor-v8"`
4. Open a terminal
5. Test if you can use Godot via terminal and run:

```shell
godot --version
```

> **Note:** The `Godot.app` isn't signed for MacOS you need to [allow to open it](https://support.apple.com/en-us/102445#:~:text=If%20you%20want%20to%20open%20an%20app%20that%20hasn%E2%80%99t%20been%20notarized%20or%20is%20from%20an%20unidentified%20developer).

## Create a new project

### Automatically with [godot-ts](https://github.com/godotjs/godot-ts)
Expand Down Expand Up @@ -41,7 +50,7 @@ To create new scripts, press select GodotJSScript as language:

![Select Language](images/tsproj_select_godotjs.png)

Use the ``Node: Node.Ts`` template:
Use the `Node: Node.Ts` template:

![Create a Script](images/tsproj_create_script.png)

Expand Down
23 changes: 21 additions & 2 deletions docs/documentation/godot-js-scripts/npm-dependencies.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,25 @@ Currently, `GodotJS` doesn't provide sufficient support for using code from npm
- How the typescript/javascript project is packaged (archive into a single script file or not)
- Javascript modular standard variants may be involved

If a npm package just works, there is no guarantee that it does also work after packaging, `GodotJS` tries to export all dependant javascript sources into the targeting package.
## Workaround as bundle

> **NOTE:** See [read_xlsx.ts](https://github.com/ialex32x/GodotJSExample/blob/main/tests/read_xlsx.ts) about using a npm package.
Try to bundle npm dependencies to an own file to avoid potential conflicts.

If you use [godot-ts](https://github.com/godotjs/godot-ts) you can create a `*.bundle.ts` file like this:

```ts npm.bundle.ts
export { default as dayjs } from "dayjs";
```

```ts example.ts
import { Label, Node } from "godot";
import { dayjs } from "./npm.bundle";

export default class Example extends Node {
_ready(): void {
const label: Label = this.get_node("Label") as Label;

label.text = dayjs().toString();
}
}
```
7 changes: 3 additions & 4 deletions docs/index.md
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Expand Up @@ -6,7 +6,8 @@ hide:

# **GodotJS**

**_-- JavaScript and TypeScript language binding for Godot game engine --_**
**_-- TypeScript/JavaScript Support for Godot 4.x by leveraging the high-performance capabilities of V8 to bring the delightful development experience of TypeScript into Godot.
--_**

Supports JavaScript engines:

Expand Down Expand Up @@ -39,11 +40,9 @@ No installation or setup necessary.
The binaries for download are the complete, usable Godot editor
and engine with JavaScript/TypeScript language support.

> **NOTE:** The GodotJS-Build workflow is currently run manually, it may not be built from the latest version of GodotJS.

### Binary downloads

Download the binaries from the [GodotJS-Build](https://github.com/ialex32x/GodotJS-Build/releases).
Download the binaries from the [Releases](https://github.com/godotjs/GodotJS/releases).

### Choose your engine

Expand Down