ResourceImporter ​
Inherits: RefCounted < Object
Inherited By: EditorImportPlugin, ResourceImporterBitMap, ResourceImporterBMFont, ResourceImporterCSVTranslation, ResourceImporterDynamicFont, ResourceImporterImage, ResourceImporterImageFont, ResourceImporterLayeredTexture, ResourceImporterMP3, ResourceImporterOBJ, ResourceImporterOggVorbis, ResourceImporterScene, ResourceImporterShaderFile, ResourceImporterSVG, ResourceImporterTexture, ResourceImporterTextureAtlas, ResourceImporterWAV
Base class for resource importers.
Description
This is the base class for Godot's resource importers. To implement your own resource importers using editor plugins, see EditorImportPlugin.
Tutorials
Methods
_get_build_dependencies(path: String) virtual const |
Enumerations
enum ImportOrder: 🔗
ImportOrder IMPORT_ORDER_DEFAULT = 0
The default import order.
ImportOrder IMPORT_ORDER_SCENE = 100
The import order for scenes, which ensures scenes are imported after all other core resources such as textures. Custom importers should generally have an import order lower than 100
to avoid issues when importing scenes that rely on custom resources.
Method Descriptions
PackedStringArray _get_build_dependencies(path: String) virtual const 🔗
Called when the engine compilation profile editor wants to check what build options an imported resource needs. For example, ResourceImporterDynamicFont has a property called ResourceImporterDynamicFont.multichannel_signed_distance_field, that depends on the engine to be build with the "msdfgen" module. If that resource happened to be a custom one, it would be handled like this:
func _get_build_dependencies(path):
var resource = load(path)
var dependencies = PackedStringArray()
if resource.multichannel_signed_distance_field:
dependencies.push_back("module_msdfgen_enabled")
return dependencies