godot.EditorImportPlugin
s provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers.
EditorImportPlugins work by associating with specific file extensions and a resource type. See godot.EditorImportPlugin.getRecognizedExtensions
and godot.EditorImportPlugin.getResourceType
. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the .import
directory (see ).
Below is an example EditorImportPlugin that imports a godot.Mesh
from a file with the extension ".special" or ".spec":
tool
extends EditorImportPlugin
func get_importer_name():
return "my.special.plugin"
func get_visible_name():
return "Special Mesh"
func get_recognized_extensions():
return ["special", "spec"]
func get_save_extension():
return "mesh"
func get_resource_type():
return "Mesh"
func get_preset_count():
return 1
func get_preset_name(i):
return "Default"
func get_import_options(i):
return [{"name": "my_option", "default_value": false}]
func import(source_file, save_path, options, platform_variants, gen_files):
var file = File.new()
if file.open(source_file, File.READ) != OK:
return FAILED
var mesh = Mesh.new()
# Fill the Mesh with data read in "file", left as an exercise to the reader
var filename = save_path + "." + get_save_extension()
return ResourceSaver.save(filename, mesh)
To use godot.EditorImportPlugin
, register it using the godot.EditorPlugin.addImportPlugin
method first.
Constructor
Methods
getImportOptions(preset:Int):Array
Gets the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: name
, default_value
, property_hint
(optional), hint_string
(optional), usage
(optional).
getImportOrder():Int
Gets the order of this importer to be run when importing resources. Importers with lower import orders will be called first, and higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported. The default import order is 0
unless overridden by a specific importer. See godot.ResourceImporter_ImportOrder
for some predefined values.
getOptionVisibility(option:String, options:Dictionary):Bool
This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example:
func get_option_visibility(option, options):
# Only show the lossy quality setting if the compression mode is set to "Lossy".
if option == "compress/lossy_quality" and options.has("compress/mode"):
return int(options["compress/mode"]) == COMPRESS_LOSSY
return true
Return true
to make all options always visible.
getPresetCount():Int
Gets the number of initial presets defined by the plugin. Use godot.EditorImportPlugin.getImportOptions
to get the default options for the preset and godot.EditorImportPlugin.getPresetName
to get the name of the preset.
getPriority():Single
Gets the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. The default priority is 1.0
.
getRecognizedExtensions():Array
Gets the list of file extensions to associate with this loader (case-insensitive). e.g. ["obj"]
.
getResourceType():String
getSaveExtension():String
Gets the extension used to save this resource in the .import
directory (see ).
getVisibleName():String
Gets the name to display in the import window. You should choose this name as a continuation to "Import as", e.g. "Import as Special Mesh".
import_(sourceFile:String, savePath:String, options:Dictionary, platformVariants:Array, genFiles:Array):Int
Imports source_file
into save_path
with the import options
specified. The platform_variants
and gen_files
arrays will be modified by this function.
This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.