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2 changes: 1 addition & 1 deletion .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@
!.vscode/extensions.json
.idea
.DS_Store

.internal-docs

# Misc
.DS_Store
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40 changes: 26 additions & 14 deletions docs/getting-started/add-existing-project.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,12 +8,22 @@ tags:
- project-import
- godot-project-setup
---

# Add an Existing Project

If you already have a Godot project, you can bring it into **Godot Launcher** instead of starting fresh.

Click **Add** in the `Projects` screen and select the folder containing your project’s `project.godot` file.
Once added, your project will appear in the **Projects** section, ready to launch with the most compatible installed Godot Editor.
Once added, your project appears in the **Projects** section, ready to launch with the most compatible installed Godot Editor.

:::info
Since v1.6.0 during import the launcher also:

- Regenerates per-project Godot editor settings to match the detected version.
- Updates VSCode workspace Settings files and sets the editor to use VSCode as external editor when the `.vscode` folder exists
- Flags whether the project already contains Git (`.git` folder) or VS Code metadata so badges display immediately.

:::

:::important
The launcher does **not** move or copy your project files. It simply links to your existing folder and sets up the required editor settings.
Expand All @@ -30,17 +40,19 @@ When importing an existing project, Godot Launcher chooses an editor release usi
The launcher first looks for an installed editor that matches the project’s Godot major version (for example, 3.x or 4.x).
If you have not installed any yet, see [Installing an Editor](/getting-started/install-editor).

2. **Check for Mono / .NET projects**
- If the project folder contains sibling `.csproj` or `.sln` files, the launcher assumes the project requires a Mono/.NET editor.
2. **Check for Mono / .NET projects**

- If the project folder contains sibling `.csproj` or `.sln` files, the launcher assumes the project requires a Mono/.NET editor.
- In that case, only installed **Mono builds** are considered valid.

3. **Fallback behavior**
- If no C# project files are found, the launcher can use either a standard or a Mono build.
- If there is no exact match, it falls back to the **best available stable release** for that major version.
- If the only option is a Mono build, it will be used even for GDScript projects.
3. **Fallback behavior**

- If no C# project files are found, the launcher can use either a standard or a Mono build.
- If there is no exact match, it falls back to the **best available stable release** for that major version.
- If the only option is a Mono build, it will be used even for GDScript projects.

4. **When the launcher refuses to open**
- If a project does contain `.csproj` files but there is no matching Mono/.NET editor installed, the launcher will **not** fall back to a GDScript build.
4. **When the launcher refuses to open**
- If a project does contain `.csproj` files but there is no matching Mono/.NET editor installed, the launcher will **not** fall back to a GDScript build.
- Instead, it stops and shows an error or notification so you know a Mono build is required.

:::warning
Expand All @@ -53,11 +65,11 @@ If your project uses C#, make sure you also install a Mono/.NET release.
## Editor integrations

- **Visual Studio Code**
If your project includes a `.vscode` folder, the launcher will configure Godot to use Visual Studio Code as the external editor.
See the [Visual Studio Code setup guide](/guides/vscode-setup-for-godot) for details.
If your project includes a `.vscode` folder, the launcher configures Godot to use Visual Studio Code as the external editor and offers a toggle in the project overflow menu so you can manage the integration later.
See the [Visual Studio Code setup guide](/guides/vscode-setup-for-godot) and [Project Tool Toggles](/guides/project-tool-toggles) for details.

- **Git**
Adding a project does not automatically set up version control. If your project does not already use Git, you can initialize it separately.
Existing repositories are detected automatically. If your project does not already use Git, you can initialize it later from the overflow menu without reimporting.
See the [Git guide](/guides/using-git-with-godot-launcher) for more details.

---
Expand All @@ -73,6 +85,6 @@ Godot Launcher will start it with the selected editor version.

## Next steps

- [Create Your First Project](/getting-started/create-project) if you prefer starting new.
- [Install an Editor](/getting-started/install-editor) to ensure you always have the right versions available.
- [Create Your First Project](/getting-started/create-project) if you prefer starting new.
- [Install an Editor](/getting-started/install-editor) to ensure you always have the right versions available.
- Review [Launcher Settings](/getting-started/launcher-settings) to adjust default editor locations and behavior before importing more projects.
8 changes: 7 additions & 1 deletion docs/getting-started/install-editor.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -58,9 +58,15 @@ When [adding an existing project](/getting-started/add-existing-project), make s
## Managing installed editors

- You can install as many versions of the Godot Editor as you need.
- To remove an editor, go to the **Installs** section, open the **more** (<EllipsisVertical />) menu, and click the **trash icon** (<Trash2 />Delete Release from This Device).
- To remove an editor, go to the **Installs** section, open the **overflow** (<EllipsisVertical />) menu, and click the **trash icon** (<Trash2 />Delete Release from This Device).
- Editors are stored in the launcher’s install folder (set in [settings](/getting-started/launcher-settings)).
- Removing an editor version does not delete your projects. If a project references a removed editor, it will be marked as **missing** until you install a compatible version again or select an available editor.
- The launcher revalidates installs whenever the app gains focus and on a background timer. Missing editors show a warning badge with **Retry** and **Remove** actions so you can recover or clean up quickly.

:::info Placeholder
![Installs view showing missing editor warning with retry and remove buttons](pathname:///img/placeholder-installs-warning.webp)
Swap this placeholder for an updated Installs screenshot once the warning UI is finalized.
:::

---

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17 changes: 8 additions & 9 deletions docs/getting-started/launcher-settings.md
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Expand Up @@ -3,7 +3,7 @@ id: launcher-settings
title: Launcher Settings
slug: /getting-started/launcher-settings
description: "Learn how to configure the Godot Launcher using the available settings tabs, including project locations, editor installs, appearance, behavior, tools, and update preferences."
tags:
tags:
- getting-started
- launcher-settings
---
Expand All @@ -26,9 +26,7 @@ The **Projects** tab allows you to define the default location where new Godot p

:::info
Changing this location only affects _new_ projects created through the launcher.
:::

:::info
Adding existing projects will not move them to this location
:::

Expand Down Expand Up @@ -93,27 +91,26 @@ The **Behavior** tab defines how the launcher behaves when launching projects or
- _Minimize_: Launcher minimizes after launch.
- _Close to System Tray_: Default behavior—closes to tray after project launch.
- **Symlink Support** (Windows only – added in 1.4.0) <br/> [See the guide on windows symlink support](/guides/windows-symlink)
- _Enabled_ (default: disabled): Instead of copying the Godot Editor into each project, the launcher creates a symlink to the installed Editor. This reduces disk usage, but requires the user to have **Administrator privileges** and **Developer Mode** enabled.

- _Enabled_ (default: disabled): Instead of copying the Godot Editor into each project, the launcher creates a symlink to the installed Editor. This reduces disk usage, but requires the user to have **Administrator privileges** and **Developer Mode** enabled.
- :::info
Changing this setting only affects **new projects**. Existing projects are not automatically migrated; they will switch to symlinks or copies the next time their selected release changes. [read more](/guides/windows-symlink)
Changing this setting only affects **new projects**. Existing projects are not automatically migrated; they will switch to symlinks or copies the next time their selected release changes. [read more](/guides/windows-symlink)
:::


- **Startup Preference**:

- _Start when computer starts_: Auto-starts with your system.
- _Start in tray_: Starts hidden in the system tray.

- :::tip
Enabling "Start in tray" keeps your workspace clean and lets you access the launcher only when needed.
:::



---

## Tools Tab

> ![Settings - Tools Tab](/img/launcher-settings-tools-ui.webp)
![Settings - Tools Tab](/img/Godot_Launcher_1-6-0_Settings_tools_UI.webp)

The **Tools** tab manages integration with development tools like Git and Visual Studio Code.

Expand All @@ -124,6 +121,8 @@ The **Tools** tab manages integration with development tools like Git and Visual
- Detects the installed path automatically.
- Confirms installation for use with GDScript and .NET.

Introduced in 1.6.0, tool detection now uses a cached lookup so menus open instantly. Click **Rescan tools** to refresh the cache after installing or moving Git/VS Code. Any detection errors will show dialogs with suggestions on how to fix common issues (missing executables, permission problems, or misconfigured paths).

:::tip Note On Visual Studio Code
If you have a non standard installation location, you can manually choose there Visual Studio Code is located.
:::
Expand Down
15 changes: 9 additions & 6 deletions docs/guides/change-project-editor.md
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ You can switch the editor version for any project directly from the launcher:
2. Locate your project in the **Projects** list.
3. Use the dropdown in the **Editor** column to select a different Godot version.

The launcher will update the project’s configuration and editor-specific settings accordingly.
The launcher updates the project’s configuration, editor settings, and `.vscode` workspace files (when VS Code is enabled) to match the new editor automatically. Custom Settings remain intact, and Mono projects gain the correct .NET launch configurations.

---

Expand All @@ -72,22 +72,25 @@ To manually configure VS Code for C#, refer to the [official Godot documentation

## Managing Missing or Removed Editor Versions

If an editor version used by a project is uninstalled or moved, the launcher detects it and marks the version as missing.
If an editor version used by a project is uninstalled or moved, the launcher detects it and marks the version as missing. Revalidation happens when the app regains focus and on a steady background interval, keeping project status accurate without needing to restarting.

When this occurs:

- A warning appears in the project list.
- The missing version is removed from the installed editors list.
- The project will be marked as having a **missing editor version** and cannot be launched.
- The project is marked as having a **missing editor version** and cannot be launched.

You’ll need to assign a new version before you can open the project again.
![GOdot Launcher Invalid Editor UI](/img/Godot_Launcher_1-6-0_Invalid_editor-UI.webp)

Click **Retry** after restoring the editor folder or **Remove** to drop the broken install. Once the editor validates successfully, automation (including VS Code sync and tool badges) resumes automatically.

:::warning
Missing editor versions are automatically removed from the list. Projects depending on them will show a warning and become unlaunchable until resolved.
Since 1.6.0, missing editor versions (missing on disk and not removed from the launcher) are marked as invalid in the installs list.
Projects depending on these versions will show a warning and unable to launch until resolved.
:::

:::tip
To fix this, use the editor dropdown in the **Projects** list to assign an available version.
To fix this, either use the editor dropdown in the **Projects** list to assign an available version, or re install the version.
:::

---
Expand Down
13 changes: 12 additions & 1 deletion docs/guides/editor-settings.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,11 @@ tags:

# Editor Settings Per Project

The Godot Launcher supports **per-project editor settings**, allowing each project to maintain its own editor configuration. This helps prevent cross-project conflicts and ensures a consistent development environment across different Godot versions.
The Godot Launcher supports **per-project editor settings**, allowing each project to maintain its own editor configuration. This helps prevent cross-project conflicts and ensures a consistent development environment across different Godot versions.

:::info
Since 1.6.0, the launcher now keeps these settings in sync automatically whenever a project is imported, toggles Visual Studio Code integration, or changes editor versions.
:::

## Where Editor Settings Are Stored

Expand Down Expand Up @@ -56,6 +60,13 @@ The launcher does **not** support resetting editor settings. If you need to rest
There is no "Reset to Default" option. Always back up your current settings before making changes.
:::

## Automatic Updates and VS Code Sync

- Adding an existing project now regenerates the required editor settings and project vscode workspace files when then `.vscode` folder is detected in the project.
- Changing the selected editor reconciles the settings file with the new Godot version (including Mono flag updates) while preserving any custom keys you have added.

If you prefer to manage settings manually, turn off the VS Code toggle from the project overflow menu. You can always re-enable it later. The launcher will merge new keys without overwriting customizations.

## Summary

Godot Launcher isolates editor settings per project and per Godot version (major.minor). With import and export support, it’s easy to manage and share editor configurations without affecting other projects.
74 changes: 74 additions & 0 deletions docs/guides/project-tool-toggles.mdx
Original file line number Diff line number Diff line change
@@ -0,0 +1,74 @@
---
id: project-tool-toggles
title: "Project Tool Toggles"
description: "Enable Visual Studio Code integration or initialize Git directly from Godot Launcher project menus, with cached tool detection and status indicators."
slug: "/guides/project-tool-toggles"
tags:
- guides
- vscode
- git
- project-settings
---
import {
EllipsisVertical,
Trash2
} from 'lucide-react';


# Project Tool Toggles

Godot Launcher makes it easy to manage tooling per project. You can turn on **Visual Studio Code integration** or **initialize Git** straight from a project’s overflow menu - no manual setup or command line required.

![Godot Launcher Project Overflow Menu Open](/img/Godot_Launcher_1-6-0_UI.webp)

## Requirements

- Visual Studio Code and/or Git must be installed on your system.
- The launcher keeps a cached record of detected tools so menus open instantly. You can refresh the cache from **Settings → Tools → Rescan tools**.
- Projects with validation issues (missing editor, invalid path) temporarily disable tooling actions until the problem is resolved.

## Enable Visual Studio Code

1. In the **Projects** list, click the project’s overflow menu (<EllipsisVertical /> three dots).
2. Toggle **Use Visual Studio Code as Text Editor**.

When enabled the launcher:

- Updates the Godot editor settings to use vscode as external text editor.
- Creates or merges `.vscode/settings.json` and `launch.json` (for .NET) without removing your custom keys.
- Adds VSCode icon next to the project name.

:::info
When you disable the **Use Visual Studio Code as Text Editor**, all configuration stays, the launcher will only turn off the use external flag in the Godot editor settings for that project.
:::

## Initialize Git

1. Open the project overflow menu (<EllipsisVertical /> three dots).
2. Click **Initialize Git Repository**.

The launcher runs `git init`, confirms the repository was created, and marks the project as using Git.
If git is not installed or the project is already using git, the **Initialize Git Repository** menu item does not show.

:::tip
If Git initialization fails (for example, missing user name/email) the launcher shows an error dialog with next steps.

[[See Install Git for more info]](/guides/install-git)
:::

## Tool Badges and Indicators

Projects that use VS Code or Git display inline badges in the Projects grid helping you spot which projects have tooling enabled at a glance.


## Troubleshooting

- **Menu toggle is disabled** – The cached tool lookup cannot confirm the tool is installed, or the project failed validation. Open **Settings → Tools** and click **Rescan tools** to refresh detection.
- **VS Code opens the wrong executable** – Change the project’s editor version or rerun the toggle. Auto-sync keeps editor and project aligned whenever the editor is switched.
- **Git action missing** – The project already contains a `.git` folder, or Git is not installed. Re-run the rescan after installing Git.

## Related Guides

- [Visual Studio Code Setup for Godot](/guides/vscode-setup-for-godot)
- [Using Git With Godot Launcher](/guides/using-git-with-godot-launcher)
- [Project Badges and Tooltips](/project-badges)
24 changes: 20 additions & 4 deletions docs/guides/using-git-with-godot-launcher.md
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ Even if you're working solo, it's a good idea to use a Git hosting service like

## Git in Godot Launcher

Godot Launcher automatically detects Git and gives you the option to initialize the new Godot project with Git when created.
Godot Launcher automatically detects Git and gives you the option to initialize the new Godot project with Git when created. You can also initialize Git later from any project’s overflow menu, no need to visit the terminal.

:::info
Git is detected using this background shell command:
Expand All @@ -42,7 +42,7 @@ git version 2.39.5 (Apple Git-154)

### Create a New Godot Project With Git

When Git is detected, the `New Project` UI will show an option to enable Git:
When Git is detected the `New Project` UI shows an option to enable Git:
![Godot Launcher - New Project With Git UI](/img/launcher-new-project-ui.webp)

:::info
Expand All @@ -58,13 +58,31 @@ git commit -m "initial commit"
git branch -m main
~~~

:::note
If you chose to add git to a project later, only `git init` is run and no commits are created
:::

This sets up your Godot project with Git and creates the first commit. It's a clean starting point that you can use later to reset your project if needed.

:::warning
If Git is installed but your `user.name` and `user.email` are not set, the launcher won’t be able to make the first commit.
No changes are lost, but you’ll need to [configure Git](#git-user-not-configured) to start using it.
:::

## Initialize Git from the Project Menu

Existing projects can adopt Git without leaving the launcher:

1. Open the **Projects** list and click the overflow menu beside your project.
2. Choose **Initialize Git Repository**.

The launcher validates that Git is installed (using the cached tool check), runs `git init`, and marks the project with a Git badge. If Git is unavailable, the menu entry is disabled until you rescan tools in **Settings → Tools**. Existing repositories keep the action hidden to avoid accidental reinitialization. [learn more about settings](/getting-started/launcher-settings)

:::note Placeholder
![Project menu highlighting the Initialize Git option](pathname:///img/placeholder-git-toggle.webp)
Replace this placeholder with the finalized overflow menu capture when ready.
:::

### What Happens if Git Is Not Installed?

If Git is not installed, Godot Launcher still creates your project, but shows a warning. Git features are disabled, and no Git repository is initialized.
Expand Down Expand Up @@ -104,5 +122,3 @@ You can also set these values for just one project by removing `--global`.
- [VS Code Setup](/guides/vscode-setup-for-godot)
- [Editor Settings](/guides/editor-settings)



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