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78 changes: 78 additions & 0 deletions docs/getting-started/add-existing-project.md
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---
id: add-existing-project
slug: /getting-started/add-existing-project
title: Add an Existing Project
description: "Learn how to import an existing Godot project into Godot Launcher and how the launcher selects the right editor version."
tags:
- getting-started
- project-import
- godot-project-setup
---
# Add an Existing Project

If you already have a Godot project, you can bring it into **Godot Launcher** instead of starting fresh.

Click **Add** in the `Projects` screen and select the folder containing your project’s `project.godot` file.
Once added, your project will appear in the **Projects** section, ready to launch with the most compatible installed Godot Editor.

:::important
The launcher does **not** move or copy your project files. It simply links to your existing folder and sets up the required editor settings.
You must already have at least one [Godot Editor installed](/getting-started/install-editor) in the launcher for the project to run.
:::

---

## How the launcher selects an editor version

When importing an existing project, Godot Launcher chooses an editor release using the following rules:

1. **Match the project’s major version**
The launcher first looks for an installed editor that matches the project’s Godot major version (for example, 3.x or 4.x).
If you have not installed any yet, see [Installing an Editor](/getting-started/install-editor).

2. **Check for Mono / .NET projects**
- If the project folder contains sibling `.csproj` or `.sln` files, the launcher assumes the project requires a Mono/.NET editor.
- In that case, only installed **Mono builds** are considered valid.

3. **Fallback behavior**
- If no C# project files are found, the launcher can use either a standard or a Mono build.
- If there is no exact match, it falls back to the **best available stable release** for that major version.
- If the only option is a Mono build, it will be used even for GDScript projects.

4. **When the launcher refuses to open**
- If a project does contain `.csproj` files but there is no matching Mono/.NET editor installed, the launcher will **not** fall back to a GDScript build.
- Instead, it stops and shows an error or notification so you know a Mono build is required.

:::warning
To import an existing project successfully, you must have at least one stable [Godot Editor installed](/getting-started/install-editor).
If your project uses C#, make sure you also install a Mono/.NET release.
:::

---

## Editor integrations

- **Visual Studio Code**
If your project includes a `.vscode` folder, the launcher will configure Godot to use Visual Studio Code as the external editor.
See the [Visual Studio Code setup guide](/guides/vscode-setup-for-godot) for details.

- **Git**
Adding a project does not automatically set up version control. If your project does not already use Git, you can initialize it separately.
See the [Git guide](/guides/using-git-with-godot-launcher) for more details.

---

## Quick actions

:::tip
To open a project in Godot, simply click its name in the **Projects** list.
Godot Launcher will start it with the selected editor version.
:::

---

## Next steps

- [Create Your First Project](/getting-started/create-project) if you prefer starting new.
- [Install an Editor](/getting-started/install-editor) to ensure you always have the right versions available.
- Review [Launcher Settings](/getting-started/launcher-settings) to adjust default editor locations and behavior before importing more projects.
20 changes: 6 additions & 14 deletions docs/getting-started/create-project.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,22 +22,14 @@ You can create a new project and start editing in seconds, or choose to add an e

## Add an Existing Project

Click **Add** and select the folder containing your project `project.godot`.
Already have a Godot project? Click **Add**, pick the folder that contains `project.godot`, and the launcher will register it without moving any files. The project then appears in your **Projects** list, ready to launch with the best matching editor.

:::important
When adding an existing project, the launcher does not move the project files. Instead, it creates a link to your existing location and selects the most compatible installed editor version and generates the necessary editor settings.
:::
For version-selection rules, Mono handling, and integration details, visit [Add an Existing Project](/getting-started/add-existing-project).

:::note on VSCode and Git
**Visual Studio Code**:
If your existing project contains a `.vscode` folder, it will automatically attempt to configure settings in the editor for Visual Studio Code as text editor. See [Visual Studio Code guide](/guides/vscode-setup-for-godot) for more details.

**Git**:
Adding a project will not automatically initialize Git for projects that do not already use Git. See [Git guide](/guides/using-git-with-godot-launcher) for more details.
:::tip
Looking for a refresher on setup defaults or editor locations before importing? Review [Launcher Settings](/getting-started/launcher-settings).
:::

Once completed, your project will appear in the **Projects** section, ready for you to start working on.

:::tip
To launch a project and start editing with Godot, simply click the project's name in the **Projects** list.
:::important
To open any project, including ones you import, simply click its name in the **Projects** list.
:::
55 changes: 48 additions & 7 deletions docs/getting-started/install-editor.md
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Expand Up @@ -2,7 +2,7 @@
id: install-editor
slug: /getting-started/install-editor
title: Installing Godot Editor
description: "Learn how to install a Godot editor version with Godot Launcher."
description: "Learn how to install Godot Editor versions with Godot Launcher, including GDScript and .NET builds, multiple versions, and prereleases."
tags:
- godot
- editor-installation
Expand All @@ -12,14 +12,55 @@ tags:

# Installing an Editor

Before you can create new projects or import existing ones, you need at least one version of the Godot Editor installed in **Godot Launcher**.

![Godot Launcher - Install Editor Version](/img/launcher-install-editor-ui-anim.gif)

1. Navigate to the **Installs** section from the left-hand navigation menu.
2. Click on the **Install Editor** button. This will open a modal popup where you can select which version of the Godot editor to install.
3. In the modal, choose the desired editor version and click on the corresponding icon for either **GDScript** or **.NET**.
- The icon will change to indicate the current status: **Downloading/Installing** and finally **Installed** once the process is complete.
4. After the installation is complete, close the modal by clicking the **X** button in the top-right corner.
## Steps to install

1. Go to the **Installs** section from the left-hand navigation menu.
2. Click the **Install Editor** button. This opens a popup where you can select which version of the Godot Editor to install.
3. In the popup, choose the version you need and click the icon for either **GDScript** or **.NET (Mono)**.
- The icon updates to show the current status: **Downloading / Installing**, then **Installed** when complete.
4. Once the installation finishes, close the popup by clicking the **X** in the top-right corner.

:::tip
You can also experiment with prerelease versions of the editor by selecting them from the install screen.
You can install multiple editor releases side by side in the launcher. This is useful if you maintain projects across different minor versions or want to test prereleases.
:::

---

## Choosing GDScript vs .NET builds

- **GDScript (standard build):** Works for most projects.
- **.NET (Mono build):** Required if your project uses C# (`.csproj` / `.sln` files).

If you are not sure which one to pick, start with **GDScript**. You can always add a Mono build later if you begin working with C#.

:::important
Godot Launcher focuses on the most commonly used versions of Godot, starting from **Godot 4 and newer**.
Godot 3.x projects are not supported, as adoption is steadily decreasing and custom configuration for 3.x has not been included.

If you plan to use .NET builds, you also need to install the **.NET SDK** from the [Microsoft .NET website](https://dotnet.microsoft.com/download).
See the [Godot Engine docs on C# basics](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_basics.html) for more details.

When [adding an existing project](/getting-started/add-existing-project), make sure you already have at least one stable editor release installed in the launcher.
:::


---

## Managing installed editors

- You can install as many versions of the Godot Editor as you need.
- To remove an editor, go to the **Installs** section and click the **trash icon** next to the version.
- Editors are stored in the launcher’s install folder (set in [settings](/getting-started/launcher-settings)).
- Removing an editor version does not delete your projects. If a project references a removed editor, it will be marked as **missing** until you install a compatible version again or select an available editor.

---

## Next steps

- [Create Your First Project](/getting-started/create-project)
- [Add an Existing Project](/getting-started/add-existing-project)
- [Godot Launcher Settings](/getting-started/launcher-settings)
25 changes: 17 additions & 8 deletions docs/getting-started/launcher-settings.md
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ The **Godot Launcher** includes a configurable **Settings** section that lets yo

## Projects Tab

> ![Settings - Projects Tab](/img/launcher-settings-projects-ui.webp)
![Settings - Projects Tab](/img/launcher-settings-projects-ui.webp)

The **Projects** tab allows you to define the default location where new Godot projects are created.

Expand All @@ -36,7 +36,7 @@ Adding existing projects will not move them to this location

## Installs Tab

> ![Settings - Installs Tab](/img/launcher-settings-installs-ui.webp)
![Settings - Installs Tab](/img/launcher-settings-installs-ui.webp)

The **Installs** tab lets you choose where Godot editor versions are stored.

Expand All @@ -52,7 +52,7 @@ It's helpful to store your editors on a fast local drive, especially if you work

## Appearance Tab

> ![Settings - Appearance Tab](/img/launcher-settings-appearance-ui.webp)
![Settings - Appearance Tab](/img/launcher-settings-appearance-ui.webp)

The **Appearance** tab lets you customize the look and feel of the launcher interface.

Expand Down Expand Up @@ -80,7 +80,7 @@ The **Appearance** tab lets you customize the look and feel of the launcher inte

## Behavior Tab

> ![Settings - Behavior Tab](/img/launcher-settings-behavior-ui.webp)
![Settings - Behavior Tab](/img/launcher-settings-behavior-ui-win.webp)

The **Behavior** tab defines how the launcher behaves when launching projects or starting with your system.

Expand All @@ -89,13 +89,22 @@ The **Behavior** tab defines how the launcher behaves when launching projects or
- _Nothing_: The launcher stays open.
- _Minimize_: Launcher minimizes after launch.
- _Close to System Tray_: Default behavior—closes to tray after project launch.
- **Symlink Support** (Windows only – added in 1.4.0) <br/> [See the guide on windows symlink support](/guides/windows-symlink)
- _Enabled_ (default: disabled): Instead of copying the Godot Editor into each project, the launcher creates a symlink to the installed Editor. This reduces disk usage, but requires the user to have **Administrator privileges** and **Developer Mode** enabled.
- :::info
Changing this setting only affects **new projects**. Existing projects are not automatically migrated; they will switch to symlinks or copies the next time their selected release changes. [read more](/guides/windows-symlink)
:::


- **Startup Preference**:
- _Start when computer starts_: Auto-starts with your system.
- _Start in tray_: Starts hidden in the system tray.

:::tip
Enabling "Start in tray" keeps your workspace clean and lets you access the launcher only when needed.
:::
- :::tip
Enabling "Start in tray" keeps your workspace clean and lets you access the launcher only when needed.
:::



---

Expand Down Expand Up @@ -124,7 +133,7 @@ The launcher uses this information to configure external editor support, also fo

## Updates Tab

> ![Settings - Updates Tab](/img/launcher-settings-updates-ui.webp)
![Settings - Updates Tab](/img/launcher-settings-updates-ui.webp)

The **Updates** tab controls how the launcher checks for updates.

Expand Down
100 changes: 100 additions & 0 deletions docs/guides/linux-no-sandbox.md
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@@ -0,0 +1,100 @@
---
id: linux-no-sandbox
title: Running Godot Launcher in No-Sandbox Mode on Linux
slug: /guides/linux-no-sandbox
description: "Learn how to run Godot Launcher with the --no-sandbox option on Linux if you encounter Chromium sandbox errors."
tags:
- guides
- godot
- linux
- troubleshooting
keywords:
- Godot Launcher Linux
- no-sandbox
- disable sandbox
- Electron
---

# Running Godot Launcher in No-Sandbox Mode on Linux

On Linux, the **Chromium sandbox** used by Electron sometimes causes problems when launching Godot Launcher. This usually happens if the sandbox helper binary cannot be set up correctly, for example on certain distributions or when running from an AppImage. The result is that the launcher may fail to start with a fatal error.

To help with this, Godot Launcher includes a **no-sandbox mode**. When enabled, all Chromium processes inside the launcher bypass the sandbox. This can resolve startup issues, but it should only be used as a workaround if you cannot run the launcher normally.

---

## When should I use no-sandbox?

- The launcher crashes on startup with an error mentioning `chrome-sandbox` or `SUID sandbox helper`.
- Running from AppImage or a restricted environment where Chromium cannot apply its usual sandboxing.
- You have already tried reinstalling or updating your system packages but the issue persists.

:::warning
The Chromium sandbox is a security feature. Disabling it should only be done if absolutely necessary, and only on Linux systems where you cannot launch the app otherwise.
:::

---

## How to run Godot Launcher with no-sandbox

Godot Launcher detects the no-sandbox option if you pass it on the command line or through an environment variable.

### Option 1: Command line flag

Run the AppImage or launcher binary with:

```
./Godot_Launcher-<version>-linux-<arch>.AppImage --no-sandbox
```

or

```
./Godot_Launcher-<version>-linux-<arch>.AppImage --disable-sandbox
```

This only applies to that single run.

### Option 2: Environment variable

Set the environment variable before launching:

```
GODOT_LAUNCHER_DISABLE_SANDBOX=1 ./Godot_Launcher-<version>-linux-<arch>.AppImage
```

This tells the launcher to append the `--no-sandbox` switch internally before any windows are created.

#### Make it permanent

To avoid typing this every time, you can export the variable in your shell config:

- For Bash users:

```
echo 'export GODOT_LAUNCHER_DISABLE_SANDBOX=1' >> ~/.bashrc
source ~/.bashrc
```

- For system-wide setting (all users):

```
echo 'GODOT_LAUNCHER_DISABLE_SANDBOX=1' | sudo tee -a /etc/environment
```

After adding this, you can launch the AppImage normally without typing the flag.

---

## Troubleshooting

- **Still seeing sandbox errors**: Double-check that you spelled the option correctly (`--no-sandbox` with two dashes).
- **Environment variable not working**: Make sure it is exported in the same shell session or added to your shell config.
- **No difference after enabling**: Some distributions require extra runtime libraries. Try updating your system and ensure `libnss3`, `libx11`, and related Electron dependencies are installed.
- **Security concerns**: If possible, prefer fixing sandbox permissions rather than disabling the feature. The `--no-sandbox` mode is only a fallback.

---

## Summary

If Godot Launcher fails to start on Linux with a Chromium sandbox error, you can use **no-sandbox mode** by passing `--no-sandbox`, `--disable-sandbox`, or setting `GODOT_LAUNCHER_DISABLE_SANDBOX=1`. You can even make the environment variable permanent in your shell config for convenience. Only enable this if necessary, as it reduces process isolation and security.
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