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.
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 .godot/imported
directory (see ProjectSettings.application/config/use_hidden_project_data_directory).
Below is an example EditorImportPlugin that imports a Mesh from a file with the extension ".special" or ".spec":
To use EditorImportPlugin, register it using the EditorPlugin.add_import_plugin() method first.
Tells whether this importer can be run in parallel on threads, or, on the contrary, it's only safe for the editor to call it from the main thread, for one file at a time.
If this method is not overridden, it will return false
by default.
If this importer's implementation is thread-safe and can be run in parallel, override this with true
to optimize for concurrency.
Gets the format version of this importer. Increment this version when making incompatible changes to the format of the imported resources.
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).
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 ImportOrder for some predefined values.
Gets the unique name of the importer.
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.
Returns true
to make all options always visible.
Gets 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.
Gets the name of the options preset at this index.
Gets the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. The default priority is 1.0
.
Gets the list of file extensions to associate with this loader (case-insensitive). e.g. ["obj"]
.
Gets the Godot resource type associated with this loader. e.g. "Mesh"
or "Animation"
.
Gets the extension used to save this resource in the .godot/imported
directory (see ProjectSettings.application/config/use_hidden_project_data_directory).
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".
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.
This function can only be called during the _import() callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the custom_options
. Additionally, in cases where multiple importers can handle a file, the custom_importer
can be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. generator_parameters
defines optional extra metadata which will be stored as generator_parameters
in the remap
section of the .import
file, for example to store a md5 hash of the source data.