Allow to import and load external assets at run-time (in exported projects, without extra PCK files)
### Describe the project you are working on: A game with ***user-generated content*** (and less of a modding support). Mostly related to godotengine/godot#17848. Also [Goost](https://goostengine.github.io/) - Godot Engine extension, where some stuff gets exposed in non-editor builds. ### Describe the problem or limitation you are having in your project: See very useful discussion which illustrates the problem at godotengine/godot#17748. Godot requires that most files must be [first imported into a project](https://github.com/godotengine/godot/pull/42412#discussion_r497534369) (converted from various file formats to `Resource`s, such as `*.png` to `Texture`) before they can be used in a game, and this works well for games which don't require dynamic loading of assets. The export process involves packing all of the previously *imported* assets into a special `*.pck` file which is then unpacked upon running a particular game. The problem comes when you want to give a player an ability to load external assets which are not part of the original game, ***without*** creating additional tools to make `*.pck` files to be used by a player, because players are not developers, and there has to be an intuitive way to load external assets within a game itself. See also limitations at #1212. Loading imported resources requires you to use `load()` or `ResourceLoader.load()`. Loading non-imported, external resources require you to ***replicate the import process at run-time first*** (wh
Posted by Xrayez on Oct 8, 2020, 2:10 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.3,000 issues0 comments
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> We were imposed GitHub for so many exercises!
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Allow to import and load external assets at run-time (in exported projects, without extra PCK files)
### Describe the project you are working on: A game with ***user-generated content*** (and less of a modding support). Mostly related to godotengine/godot#17848. Also [Goost](https://goostengine.github.io/) - Godot Engine extension, where some stuff gets exposed in non-editor builds. ### Describe the problem or limitation you are having in your project: See very useful discussion which illustrates the problem at godotengine/godot#17748. Godot requires that most files must be [first imported into a project](https://github.com/godotengine/godot/pull/42412#discussion_r497534369) (converted from various file formats to `Resource`s, such as `*.png` to `Texture`) before they can be used in a game, and this works well for games which don't require dynamic loading of assets. The export process involves packing all of the previously *imported* assets into a special `*.pck` file which is then unpacked upon running a particular game. The problem comes when you want to give a player an ability to load external assets which are not part of the original game, ***without*** creating additional tools to make `*.pck` files to be used by a player, because players are not developers, and there has to be an intuitive way to load external assets within a game itself. See also limitations at #1212. Loading imported resources requires you to use `load()` or `ResourceLoader.load()`. Loading non-imported, external resources require you to ***replicate the import process at run-time first*** (wh
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