EditorImportPlugin¶
Category: Core
Brief Description¶
Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
Methods¶
Array | get_import_options ( int preset ) virtual |
int | get_import_order ( ) virtual |
String | get_importer_name ( ) virtual |
bool | get_option_visibility ( String option, Dictionary options ) virtual |
int | get_preset_count ( ) virtual |
String | get_preset_name ( int preset ) virtual |
float | get_priority ( ) virtual |
Array | get_recognized_extensions ( ) virtual |
String | get_resource_type ( ) virtual |
String | get_save_extension ( ) virtual |
String | get_visible_name ( ) virtual |
int | import ( String source_file, String save_path, Dictionary options, Array platform_variants, Array gen_files ) virtual |
Description¶
EditorImportPlugins 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. Register your EditorPlugin with EditorPlugin.add_import_plugin.
EditorImportPlugins work by associating with specific file extensions and a resource type. See get_recognized_extensions and get_resource_type). 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.
Below is an example EditorImportPlugin that imports a 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 Importer"
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 exercise to the reader
var filename = save_path + "." + get_save_extension()
ResourceSaver.save(filename, mesh)
return OK
Tutorials¶
Method Descriptions¶
Get 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).
- int get_import_order ( ) virtual
Get the order of this importer to be run when importing resources. Higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported.
- String get_importer_name ( ) virtual
Get the unique name of the importer.
- bool get_option_visibility ( String option, Dictionary options ) virtual
- int get_preset_count ( ) virtual
Get the number of initial presets defined by the plugin. Use get_import_options to get the default options for the preset and get_preset_name to get the name of the preset.
Get the name of the options preset at this index.
- float get_priority ( ) virtual
Get the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. Default value is 1.0.
- Array get_recognized_extensions ( ) virtual
Get the list of file extensions to associate with this loader (case insensitive). e.g. ["obj"]
.
- String get_resource_type ( ) virtual
Get the Godot resource type associated with this loader. e.g. "Mesh"
or "Animation"
.
- String get_save_extension ( ) virtual
Get the extension used to save this resource in the .import
directory.
- String get_visible_name ( ) virtual
Get the name to display in the import window.