Hidden .godot imported folder items different between platforms

Godot Version

4.3

Question

Hi everyone, I notice that copying my entire project folder from macOS to a Windows machine and opening it in Godot 4 Windows causes it to re-import all the images even though the macOS folder already has the ctex files. This results in double the imported files albeit with different alphanumeric appended strings. Is this normal behavior? Do the different OS platforms require different files?

I ask because this didn’t happen in Godot 3.x and I am not sure if I can delete all the original imported files from the macOS folder before opening them in Windows to get re-imported for other projects. Thank you for any clarity on this.

1 Like

It’s a good idea to delete the entire .godot folder when moving to a new machine/operating system anyways. Maybe Window’s case insensitivity causes different uids to be generated? That’s a big platform difference that Windows does, trips up a lot of developers when exporting their game Godot’s pck files are case sesnsitive.

1 Like

Well, it’s a bit risky, so I suggest to just delete the .ctex files by selecting all of them to clean up space. This happened to me also, when I deleted some images, the .ctex files were there, without proper reason, so I emptied out all the cashed images, and reimported them. The .Godot also include some shader files and I am worried about them getting deleted, as they could break some shader functionality.

Yeah. I am not certain how the other folders in the .godot folder completely relate to everything. I’ll probably just delete the image imports whenever I do a cross platform copy and let the engine rebuild it. I do believe the shader cache should also rebuild itself since macOS and Windows would be a different graphics pipeline. I’m just not used to this since in 3.x the different platforms seem to just use the same files.

1 Like