Godot Version
4.2.2
Question
On a networked PC…
The Appdata/Roaming location should be for storing user specific config information which should be small in size as this information follows the user as they move to different PCs as in a lab/school setting. What you must not do is store 800+MB of template data there.
I can see no (simple) way of modifying the location of the export templates so they reside on a networked drive in the same folder as the Godot editor EXEs, which for a network installation is where they should be and Godot should scan the folder it was run from for those export templates.
Storing templates in the Appdata/Roaming makes Godot unsuitable for use in a teaching situation which is a great shame for such a good engine.
I hope there is a workaround for this or the issue is looked at by the developers.
Looks like this isn’t possible yet
opened 05:51PM - 07 Apr 21 UTC
topic:editor
topic:export
### Describe the project you are working on
I am the creator and maintainer o… f the [Godot package](https://ports.macports.org/port/godot) for the [MacPorts](https://www.macports.org/) package management system.
First off, I should point out that I believe this proposal is somewhat related to #647 and #831.
### Describe the problem or limitation you are having in your project
I would like to deploy the export templates as a part of my Godot package. However, as explained in [Godot's documentation](https://docs.godotengine.org/en/stable/development/compiling/compiling_for_android.html#installing-the-templates), the export templates must be saved to a user-level directory.
### Describe the feature / enhancement and how it helps to overcome the problem or limitation
Instead of needing to place the export templates into a user-level directory, such as:
* Windows: `%APPDATA%\Godot\templates\<version>\`
* Linux: `$HOME/.local/share/godot/templates/<version>/`
* macOS: `$HOME/Library/Application Support/Godot/templates/<version>/`
the Godot editor should also scan for the export templates in an application-level directory, e.g.:
* Windows: `%PROGRAMDATA%\Godot\templates\<version>\`
* Linux: `/usr/local/share/godot/templates/<version>` (MacPorts also uses the Linux FHS, but everything lives in `/opt/local` instead of `/usr/local`, so if the root directory prefix could be re-targetable, that would be even better)
* macOS: `/Library/Application Support/Godot/templates/<version>`
A common use-case would be on any computer that is being used as a multi-user system. For example, imagine a computer lab where a "Teach Kids Game Development" summer camp is being held, and Godot is the software being used. Kids do not have assigned computers, so the computer they are sitting at during morning sessions might be different than the computer they are using in afternoon sessions. It would be quite inconvenient if every student is forced to either download the export templates each time they sit down at a different computer, or have to copy the export templates from a network share into somewhere in their home directory. Instead, it would be much better if the IT support staff were able to place the export templates into the application-level directories, and the Godot editor would be able to find the templates, regardless of which user account is logged into the computer.
It would also allow software packagers like myself to include export templates as part of the package.
### Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams
Hopefully achieving this would be fairly simple. Add the application-level directories to the list of default locations that the Godot editor will scan when looking for the export templates. It would be nice if Godot would scan the application-level directories *first*, and then *also* scan the user-level directories. This would still allow users to add specific export templates only for themselves that might override the application-level templates.
### If this enhancement will not be used often, can it be worked around with a few lines of script?
I expect that this would be used very often. Pretty much whenever export templates are used.
### Is there a reason why this should be core and not an add-on in the asset library?
This would be a fundamental change to how the Godot editor scans for and finds the export templates.