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GH-263 Document the text-based format
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Naros committed Jun 29, 2024
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Expand Up @@ -185,6 +185,51 @@ At this time, Orchestrator does not officially support Undo/Redo operations in t
This feature is currently under development and is planned for a future release.
:::

## File formats

Orchestrator supports two file formats:

* `.torch`, which is text-based
* `.os` which is binary-based.

The text-based format was introduced with Orchestrator 2.1, and will be the default moving forward.
This format is more human-readable and is easier to work with version control systems, as text-based files allow for significantly easier diffing between changes.
The binary-based format was originally introduced with Orchestrator 2.0, and is planned to be deprecated in a future release.

### Converting between formats

In order to convert from one format to another, simply follow these steps:

1. Open the desired orchestration.
This can be performed by double-clicking the file in the **Filesystem Dock** by using the Orchestrator plug-in's **File** menu by selecting **Open Orchestration**.
2. Click on the **File** menu and select **Save As**.
3. In the **Save As** dialog, provide a new file name with the desired format extension (`.os` or `.torch`).

:::warning
When converting an Orchestration between formats, the scenes that import and use the Orchestrations are not automatically updated.
You will need to open each scene that uses the Orchestration and re-attach the new Orchestration file that uses the new format you selected.
:::

:::tip
If you want to change the default format used by the plug-in, this can be done in the `Project > Project Settings` dialog.
Simply open the dialog and navigate to the `Orchestrator > Settings` section where you will find the `Storage Type` configuration option.
Here you can select between either **Text** or **Binary**, which controls the default format used when creating new Orchestrations.
:::

### Exporting games

In a Godot project, not every resource is exported in the same format that it's saved with in the project workspace.
This is because often times resources are saved using human-readable formats in the project workspace, but are converted to a binary format when the game is exported for performance reasons.
Several built-in Godot resources are converted to binary when exporting games, such as `.tres` and `.tscn` files, which become `.res` and `.scn`, respectively.

Orchestrator also uses this same technique when the project's Orchestration is storede in text-based format with the `.torch` extension.
During the export process, the `.torch` file is converted to a compressed, binary format using the `.os` extension, which greatly reduces the file size and speeds up game load times.

:::tip
When exporting a game, any `.os` binary format that is used in the project is exported as-is without any transformation.
This is because the binary format is already in a compressed format that is suitable for fast game loads.
:::

## Integrated help

You can access the documentation related to any visual script node by selecting the node, right-click, and selecting the <EditorIcon name="Help"/> **View Documentation** option.
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