Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Include blender executable #125

Open
lw64 opened this issue Jun 4, 2023 · 6 comments
Open

Include blender executable #125

lw64 opened this issue Jun 4, 2023 · 6 comments
Labels
enhancement New feature or request

Comments

@lw64
Copy link

lw64 commented Jun 4, 2023

Currently it is inconvenient to setup and not secure to use blender installed on the host. Also on image based operating systems you cannot modify the host and install for example blender. And using blender installed through flatpak is even more inconvenient to set up.
Because of this I would really like it if a blender executable is included by default in the godot flatpak, so that zero setup time is needed and it just works out of the box.

@Calinou
Copy link
Collaborator

Calinou commented Jun 5, 2023

Unfortunately, the Blender distribution is quite large, so having it as a hard dependency doesn't sound great to me. Many people are on slow connections, and fast download times are important for Godot – the Flatpak is already quite larger than the official Linux distribution, after all.

I would prefer if we can call the Blender Flatpak externally somehow, so that it can be used as a soft dependency.

@Calinou Calinou added the enhancement New feature or request label Jun 5, 2023
@lw64
Copy link
Author

lw64 commented Jun 5, 2023

The only way I can think of to achieve this would be to make the blender flatpak provide a dbus API that the godot flatpak can then access. One aspect to consider is that same files shipped with godot and blender only take up space on the disk once.

@lw64
Copy link
Author

lw64 commented Jun 5, 2023

It would be of course possible to write a blender plugin that provides such an API, but that seems like work and also requires again setup effort. Another option is to add an extension point to the godot flatpak, where extensions can be mounted. Then with ideally one click you could install the blender extension and it all works.

@cassidyjames
Copy link
Member

cassidyjames commented Nov 13, 2023

I may be completely misunderstanding the limitations here, but flatpak-spawn --host flatpak run org.blender.Blender works fine from within the Godot Flatpak sandbox. It would be nice if Godot knew it was running in a sandbox and made it easier to set those commands up, but it's no impossible today.

Edit: I just re-read the Blender section in the README and it's a bit more complex than that; you can make a bash script that executes the correct command. But still, this does seem like something that could be upstreamed; regardless of whether Godot is in a Flatpak, Blender can be in a Flatpak and Godot should still be able to use it.

@lw64
Copy link
Author

lw64 commented Nov 13, 2023

Yeah, that would work too. I guess that it would be marked as "unsafe" doesn't matter too much.

@aliasbody
Copy link

Don't know if this is still open, but I was thinking about a bash script called "blender" that would search for either the OS-installed blender OR flatpak'd and server as a proxy for godot. In this case if the user has any compatible blender installed it would work, otherwise it would simply display the message it already displays.

I'll try to make an example and provide a pull-request to be evaluated.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

4 participants