Should I commit files generated by AssetLib plugins (in addons folder) to Git? (e.g. godotopenxrvendors)

Godot Version

4.5.1

Question

Hi everyone,
I installed the “OpenXR Vendors” plugin from the AssetLib. After enabling it, Godot automatically downloaded native binaries and created this structure inside addons/godotopenxrvendors/:

.bin/ (windows, android, etc. – contains many .dll/.so files)
androidxr/, khronos/, magicleap/, meta/, pico/ folders
plugin.cfg, .gdextension files, etc.

The plugin already ships with a small .gitignore that ignores .bin/windows///~*.dll.
My question:
Which parts of an AssetLib plugin’s addons folder should actually be committed to Git?

Do I commit the entire addons/godotopenxrvendors folder (including the downloaded .bin binaries)?
Or only the source/config files and let the binaries be regenerated on each machine?

The .bin folder is quite large and seems to be auto-generated/cache, but I’m not sure about best practice for AssetLib plugins in general.
Thanks!

As a convention, local files are placed in directories started with a dot, and everything else is supposed to go to git, but really you should be asking the developer of the plugin because I don’t know.

Yes.

Think of it this way: You want other developers to be able to clone your repository and immediately run your project without any further hassle. Therefore add everything that is important to your repository.

BTW, you can add the addon as a Git Submodule if you know how to work with those, but that just complicates things.

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