I am trying to use either override.cfg or a custom *.cfg file to enable a plugin I only want on my machine, as it is a workflow plugin not necessary for the game or my teammates. I don’t want the project.godot file to be overwritten every push.
I was following along with the project settings documentation but have not been able to get it to work. My *.cfg file looks like this:
I just pulled the text straight from the project.godot with the plugin activated. When I open the editor I still need to manually enable the plugin everytime if I don’t save the project.godot file however, instead of the *.cfg file overriding this setting.
I’ve tried with the file named override.cfg in the root directory and I’ve tried using a custom one and listing it in Project Settings Override like so: res://plugin.cfg
Overriding: Any project setting can be overridden by creating a file named override.cfg in the project’s root directory. This file is in the same format as project.godot…
Since plugins are enabled and disabled in project settings, and since the state of the plugins are stored in project.godot, I figured it would work. If there’s a better approach I’ll try it.
override.cfg is only loaded in exported projects. When opening the project in the editor the file is skipped.
The only automatic way I can think of is to write a plugin that reads some file with a list of other plugins and enabling them with EditorInterface.set_plugin_enabled().
That’s what I do currently, but sometimes I need to do something that does need to be pushed to the project.godot in the repo, and in that case I have to disable the plugin first.
I was hoping I could automate this in some way. Maybe I’ll look into making a plugin for this, but for now I’ll just have to stay content doing it manually.