Storage Paths and Files
Use this page to find the folders and files created or managed by Godot Launcher.
Default folders
| Purpose | Default path |
|---|---|
| New projects | <home>/Godot/Projects |
| Downloaded editor installs | <home>/Godot/Editors |
| Godot Launcher configuration files | <home>/.gd-launcher |
On Windows, <home> is your user profile folder, such as C:\Users\You. On Linux and macOS, <home> is your home directory, such as /home/you or /Users/you.
You can change the project and editor install locations from Godot Launcher Settings.
Shared export templates
Official export templates use Godot's normal per-user location by default:
| System | Default template folder |
|---|---|
| Windows | %APPDATA%\Godot\export_templates |
| macOS | ~/Library/Application Support/Godot/export_templates |
| Linux | $XDG_DATA_HOME/godot/export_templates, or ~/.local/share/godot/export_templates when XDG_DATA_HOME is unset or is not absolute |
Each collection has a folder named for its full Godot version and edition, such as 4.7.stable or 4.7.stable.mono. It can contain a selection of template files rather than every supported platform.
Change the physical location from Settings > Export Templates. After a move, a directory link at Godot's default location points to the new storage folder. Windows uses directory junctions. Use Move back to Godot's default location to return relocated Official files.
Changing the editor install location does not move export templates. Use the template storage controls to move Official or imported files and update their connections.
In the project's editor environment, editor_data/export_templates connects to the shared collection when Official is selected. For a selected imported build, it contains a version link to that build. Choices for other editor versions are remembered, but only the current editor's imported build is connected. Other editor_data contents remain separate.
Some project environments also have editor_data/launcher_export_templates/official for their managed Official connection. Leave these connections under the launcher's control; use the migration review for existing local template files.
See Export Templates for downloads, migration, build selection, and storage moves.
Imported export template library
The default physical library location is <home>/Godot/ExportTemplates. You can change it independently of Official storage from Settings > Export Templates.
Within the library, package files are stored under imported/<version-and-edition>/<build-folder>. For example, imported/4.7.stable/Cloud Build contains a named Standard build. Folder names are derived from build names and adjusted for supported filesystem names. Use Open template folder on the build to find its exact location.
imported-templates.json in the library records build identities, names, versions, and package files. Renaming changes the readable folder name; replacement keeps the build identity and the projects' selections.
The launcher maintains a connection from <home>/.gd-launcher/export-templates to the physical library. If the default location cannot be set up, this configuration-folder location may be used instead. Settings > Export Templates shows the location in use.
Do not rename, move, or delete library folders manually. Use Rename, Replace TPZ, Delete imported build, or the storage Move action so saved project references and connections are updated. If files are missing, the build can appear as Unavailable in Project Settings.
Project build choices are stored in projects.json. Selecting a build connects the project to the library files; it does not create a project-local copy.
Config files
Godot Launcher stores these files in <home>/.gd-launcher:
| File | Purpose |
|---|---|
prefs.json | User preferences such as paths, language, update settings, and launch behaviour. |
projects.json | The local project list, code editor and launch choices, pin order, activity, and per-version export template choices. |
project-tags.json | Project tag names, colours, and assignments on this computer. |
template-storage.json | Saved Official and imported template storage locations. |
app-integrations.json | Non-secret connection details used to show connected accounts, installations, and connection health. |
app-integration-secrets.json | Encrypted connection credentials. The operating system's secure credential storage must be available to save or read them. |
editor-catalog.json | Saved official editor catalogue data used when a refresh is unavailable. |
tool-integrations.json | Tool settings and cached installation details managed by the launcher. |
releases.json | Cached official stable Godot release metadata. |
prereleases.json | Cached official prerelease metadata. |
installed-releases.json | Registered official and custom editor installs. |
migrations.json | Internal migration state. |
Project folders
Godot Launcher expects each imported or created project to have a project.godot file.
Adding an existing project does not move it. The launcher keeps a local record that points to its folder.
Information that stays on this computer
The launcher stores the following information locally:
- The selected external code editor, such as Visual Studio Code, VSCodium, or None.
- The project's last-opened history used for recent-project ordering and tray quick launch.
- Pin state and pinned-project order.
- Project tags and their assignments.
- The project's Launch in terminal and Windowed editor choices.
- Per-version imported-build selections.
These choices are not restored when you add the project on another computer.
Information stored with the project
When present, .godotlauncher identifies:
- The metadata format version.
- The Godot Launcher version that wrote it.
- The project's display name, when saved by Godot Launcher.
- The selected Godot editor channel, flavour, compatible base version, and exact version.
The local choices listed above are not included. The launcher can still recognise a supported code editor from the project's existing setup.
.godotlauncher and the JSON files in the launcher config folder are launcher-managed. Edit them manually only when you are recovering from a specific problem and have a backup.
Per-project editor settings
Godot Launcher isolates Godot editor settings per project and editor version.
In Godot 4.3 and later, the settings file name follows this pattern:
editor_settings-<major.minor>.tres
Godot 4.0 to 4.2 use editor_settings-4.tres. For the full explanation, see Editor Settings Per Project.
Custom editor manifests
Custom-built Godot editors are registered from:
godotlauncher-editor-manifest.json
For the manifest shape, see Custom Editor Manifest Format.