summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorskyace65 <trekie96@hotmail.com>2020-09-01 13:40:42 -0400
committerskyace65 <trekie96@hotmail.com>2020-09-24 10:37:03 -0400
commit75c5a8b3542a288d055b9d7ed73fba0596c0031f (patch)
tree91d9836173b1f8432968c0e2ca148aad08178d95
parent64e0a129001b670a81ffa833aa85d8ed7bc73d39 (diff)
Move note about using Resource in the File documentation
-rw-r--r--doc/classes/File.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 1982406993..f1b9106d35 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -21,6 +21,7 @@
return content
[/codeblock]
In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation.
+ [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
</description>
<tutorials>
<link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
@@ -48,7 +49,7 @@
</argument>
<description>
Returns [code]true[/code] if the file exists in the given path.
- [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and that their source asset will not be included in the exported game, as only the imported version is used (in the [code]res://.import[/code] folder). To check for the existence of such resources while taking into account the remapping to their imported location, use [method ResourceLoader.exists]. Typically, using [code]File.file_exists[/code] on an imported resource would work while you are developing in the editor (the source asset is present in [code]res://[/code], but fail when exported).
+ [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See [method ResourceLoader.exists] for an alternative approach that takes resource remapping into account.
</description>
</method>
<method name="get_16" qualifiers="const">