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Version: 1.13 Beta

Custom Editor Manifest Format

Godot Launcher registers custom-built Godot editors from a godotlauncher-editor-manifest.json file.

To create a manifest in the launcher, open Installs > Custom Editor > Create custom editor manifest. Use this reference to inspect or generate the file yourself.

For the canonical machine-readable definition, see the v1 engine manifest JSON schema.

File name​

godotlauncher-editor-manifest.json

Required fields​

FieldTypeNotes
schema_versionnumberMust be 1.
versionstringVersion identifier for this build, for example 4.4-custom.1.
namestringDisplay name shown in Godot Launcher.
base_versionstringGodot compatibility version in major.minor format, for example 4.4.
flavorstringUse gdscript for Standard builds or dotnet for .NET builds. Other non-empty values are accepted, but only dotnet enables .NET behaviour.
config_versionnumberMust be 5 for supported Godot 4 project files.
platformsarrayOne or more platform entries.

Optional fields​

FieldTypeNotes
$schemastringOptional JSON schema URL for editor validation.
prereleasebooleanMarks the custom editor as a prerelease build. Defaults to false.
monobooleanDeprecated compatibility field. Godot Launcher determines .NET support from flavor, so this field does not override it.

Platform entries​

Each item in platforms requires platform, arch, and a paths object containing editor:

FieldValuesNotes
platformwindows, linux, macosOperating system for this editor entry.
archx64, arm64, universalCPU architecture. universal matches any architecture for the selected platform.
paths.editorstringPath to the editor executable or app bundle.

The optional paths.console field is a non-empty string containing the console executable path. Omit it if the build has no separate console executable.

Relative paths are resolved from the folder containing the manifest. Absolute paths are also accepted. Use relative paths when distributing the manifest with the editor files.

Example​

This Windows example includes a separate console executable. Both files must exist beside the manifest when you register it.

{
"$schema": "https://raw.githubusercontent.com/godotlauncher/launcher/main/schemas/v1/engine-manifest.json",
"schema_version": 1,
"version": "4.4-custom.1",
"name": "Acme Godot 4.4 Custom Editor",
"base_version": "4.4",
"flavor": "gdscript",
"config_version": 5,
"prerelease": false,
"platforms": [
{
"platform": "windows",
"arch": "x64",
"paths": {
"editor": "./Godot_v4.4-custom_win64.exe",
"console": "./Godot_v4.4-custom_win64_console.exe"
}
}
]
}

Validation behaviour​

When registering a manifest, Godot Launcher:

  • Validates the manifest shape.
  • Selects the first platform entry matching the current operating system and architecture.
  • Accepts universal as a platform architecture match.
  • Verifies that the editor path exists.
  • Verifies the optional console path when it is present.
  • Registers the editor as a custom install without deleting or moving the editor files.

For the full user workflow, see Custom-Built Godot Editors.