Question - Game mods and UIDs #12197
pietru2004
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Engine Core
Replies: 1 comment 2 replies
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If I recall correctly, the UIDs when created for the first time are path based, and so different paths should not have collisions. However, the whole point of UIDs is that you can move them around and keep them. I imagine the resources in the pck come with their UIDs, after all, internal references that use UIDs would not work otherwise. This also means a mod author could intentionally cause an UID collision. |
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I want to ask. What will happen if for example game mod, patch or dlc get's released as separate pck?
In mind https://docs.godotengine.org/en/stable/tutorials/export/exporting_pcks.html
Like if modder's that makes mod in folder say filepath
res://mods/mod_id/mod_files
and RNG strikes they get the same UID as one of game assets UIDs ?
What is math chance 2 files get the same UID ?
Also what if resource is loaded after compiling from filesystem(like if dev implements modding other than via PCK files), does it get UID assigned or is it only filepath based in this case?
Note
(Asking in Engine Core cause last time I seen UID stuff it was in Engine Core)Beta Was this translation helpful? Give feedback.
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