Godot Engine

Godot Engine

Sansidar Dec 27, 2020 @ 12:00pm
Unused features bloat?
Just wondering if unused features in the engine still get compiled into my game file even though they aren't used? Like if I dont use a certain type of lighting which the engine support out of the box, will the code for that lighting still get compiled into my game files/binaries?
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Showing 1-6 of 6 comments
BlazingGlare990 Dec 27, 2020 @ 12:20pm 
The game file doesn't get compiled when you export.
The resources you added (scripts, scenes, etc.) are packed into the pck file. The executable is just copy/pasted from the export templates you downloaded.
The export Templates are the engine compiled without the editor/debugger, etc., and are used as provided unless you compile the templates from the c++ source with the modifications you want

Tl;dr: yes, they will still be in there
Baroon Valm Dec 28, 2020 @ 3:36am 
If you don't cut the unused features by compiling the templates yourself..

But It's kinda silly to even bother, it's not even a 100mb exe (35.5mb for 3.2.2, a little higher for 3.2.3) and that's like the whole engine, so it's super small as is.
Last edited by Baroon Valm; Dec 28, 2020 @ 3:40am
Sersch Dec 29, 2020 @ 1:48am 
In reference to the original posting: yes, right now that's the case.

If I remember correctly the devs intend to give the user more control about which engine features to pack into the game file in the future. This would be noticeable if you develop a small desktop application or a very basic game that doesn't need sound, lighting or physics.

I can't remember where I read this announcement, I think it was somewhere on the official blog. Currently this would only be possible by compiling a slimmer version of Godot from Godot's source code where you deliberately disable some features.
Originally posted by zacryol:
The game file doesn't get compiled when you export.
The resources you added (scripts, scenes, etc.) are packed into the pck file. The executable is just copy/pasted from the export templates you downloaded.
The export Templates are the engine compiled without the editor/debugger, etc., and are used as provided unless you compile the templates from the c++ source with the modifications you want

Tl;dr: yes, they will still be in there
please, say it's a lie :steamsad:
Baroon Valm Dec 29, 2020 @ 1:00pm 
Which part?
BlazingGlare990 Dec 30, 2020 @ 9:18am 
Originally posted by Sersch:
In reference to the original posting: yes, right now that's the case.

If I remember correctly the devs intend to give the user more control about which engine features to pack into the game file in the future. This would be noticeable if you develop a small desktop application or a very basic game that doesn't need sound, lighting or physics.

I can't remember where I read this announcement, I think it was somewhere on the official blog. Currently this would only be possible by compiling a slimmer version of Godot from Godot's source code where you deliberately disable some features.
The only way to pick and choose features in the export is to recompile.
Arbitrarily selecting features on export would require either downloading several times more templates, or compiling the templates on export, which requires installing numerous build tools and a lot of extra time.
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Date Posted: Dec 27, 2020 @ 12:00pm
Posts: 6