Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the godot.ResourceLoader
singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine.
Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with class_name
for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a godot.ResourceFormatSaver
.
Note: You can also extend Godot.EditorImportPlugin
if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import .png
textures as .stex
(godot.StreamTexture
) first, so they can be loaded with better efficiency on the graphics card.
Constructor
Methods
getDependencies(path:String, addTypes:String):Void
If implemented, gets the dependencies of a given resource. If add_types
is true
, paths should be appended ::TypeName
, where TypeName
is the class name of the dependency.
Note: Custom resource types defined by scripts aren't known by the godot.ClassDB
, so you might just return "Resource"
for them.
inlinegetRecognizedExtensions():Array<String>
Gets the list of extensions for files this loader is able to read.
getResourceType(path:String):String
Gets the class name of the resource associated with the given path. If the loader cannot handle it, it should return ""
.
Note: Custom resource types defined by scripts aren't known by the godot.ClassDB
, so you might just return "Resource"
for them.
handlesType(typename:String):Bool
Tells which resource class this loader can load.
Note: Custom resource types defined by scripts aren't known by the godot.ClassDB
, so you might just handle "Resource"
for them.
load(path:String, originalPath:String):Dynamic
Loads a resource when the engine finds this loader to be compatible. If the loaded resource is the result of an import, original_path
will target the source file. Returns a godot.Resource
object on success, or an godot.Error
constant in case of failure.
renameDependencies(path:String, renames:String):Int
If implemented, renames dependencies within the given resource and saves it. renames
is a dictionary { String => String }
mapping old dependency paths to new paths.
Returns OK
on success, or an godot.Error
constant in case of failure.