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Custom Editor Manifest Format

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

Most users should create this file from Installs -> Custom Editor -> Create custom editor manifest. Use this reference when you need to inspect, generate, or review a manifest manually.

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.
versionstringUnique version identifier shown to the launcher, 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. Custom values are accepted.
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 derives .NET behavior from flavor === "dotnet".

Platform entries

Each item in platforms must include:

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.
paths.consolestringOptional console executable path.

Paths are resolved relative to the manifest file location.

Example

{
"$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 behavior

When registering a manifest, Godot Launcher:

  • Validates the manifest shape.
  • Selects the 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.