Python scripting for Godot. This GDExtension plugin allows you to use Python like GDScript, accessing the Godot engine's features and benefiting from Python's vast ecosystem.
Inspiration for this project was taken from: https://github.com/touilleMan/godot-python.
This project is currently in an early phase of development. Consider this more as a demo and don't use this for bigger projects. At the moment only Windows 64 bit and Linux 64 bit are supported.
You can check out the api documenthation here: Api Documentation
Download the .zip from Releases, extract it and copy the folder into the addons folder on the root of your project.
You need a Python 3 version of at least 3.11 with pip installed.
As this project depends on some modules which are downloaded by pip, if you don't want to mess with your packages, you should set up a virtual enviroment. The following code should be executed after cloning the repo
$ python -m venv virtual_python #creating the folder with the virtual environemnt
$ .\virtual_python\Scripts\activate #starting the virtual enviromnent
$ pip install -r requirements.txt #load dependencies from the textfile requirements.txt
We want to generate the files, we will later use for the cython compilation like this:
$ python generate.py
Now we use Cython to generate the C++ files for our Python classes.
Please note that this takes a while (4 hours for me). So feel free to make yourself a coffee and spend a little time with your family.
You can tweak the file a bit by changing the parameters NTHREADS
and BATCH_SIZE
depending on your RAM and CPU capabilities.
$ python cythonize_files.py
if you want faster building, you can build a minimized version. This doesn't include all the classes, but should be enoug for most development and simple projects. For this just call generate.py
and cythonize_files.py
with the following options:
$ python generate.py -dev_build=True
$ python cythonize_files.py -mode="dev"
Now, we just need to compile the project. The result of the compilation can be found on build/py4godot
$ python build.py --target_platform=windows64 --compiler=msvc
Building for linux was testet on Ubuntu 20.04.4 LTS
The following code should be executed after cloning the repo
$ python3 -m venv venv # creating the folder with the virtual environment
$ source venv/bin/activate # starting the virtual environment
$ pip install -r requirements.txt # load dependencies from the text file requirements.txt
If you are on Python 3.12, you unfortunately have to use this workarount:
$ pip install setuptools #Weirdly cython on linux depends on distutils. But python3.12 doesn't provide this anymore. So we have to use this workaround
$ python copy_distutils.py
We want to generate the files, we will later use for the cython compilation like this:
$ python generate.py
Now we use Cython to generate the C++ files for our Python classes.
Please note that this takes a while (4 hours for me). So feel free to make yourself a coffee and spend a little time with your family.
You can tweak the file a bit by changing the parameters NTHREADS
and BATCH_SIZE
depending on your RAM and CPU capabilities.
$ python cythonize_files.py
if you want faster building, you can build a minimized version. This doesn't include all the classes, but should be enoug for most development and simple projects. For this just call generate.py
and cythonize_files.py
with the following options:
$ python generate.py -dev_build=True
$ python cythonize_files.py -mode="dev"
Now, we just need to compile the project. The result of the compilation can be found on build/py4godot
$ python build.py --target_platform=linux64 --compiler=gcc
Here you can see a basic example of how this project can be used.
Please note, that the classname you define under @gdclass
must match the filename
# file: node3d.py
from py4godot.methods import private
from py4godot.signals import signal, SignalArg
from py4godot.classes import gdclass
from py4godot.classes.core import Vector3
from py4godot.constants.constants import VECTOR3_UP
from py4godot.classes.Node3D.Node3D import Node3D
@gdclass
class node3d(Node3D):
# define properties like this
test_int: int = 5
test_float: float = 5.2
test_bool: bool = True
test_vector: Vector3 = Vector3.new3(1,2,3)
# define signals like this
test_signal = signal([SignalArg("test_arg", int)])
def _ready(self) -> None:
pass
# put initialization code here
def _process(self, delta:float) -> None:
pass
# put dynamic code here
# Hide the method in the godot editor
@private
def test_method(self):
pass