Inheritance #

RefCounted

- AESContext
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EditorScenePostImport

Table of contents

EditorScenePostImport #

is_refcounted, is_instantiable, editor, not_builtin_classes

Post-processes scenes after import.

Imported scenes can be automatically modified right after import by setting their Custom Script Import property to a tool script that inherits from this class.

The _post_import callback receives the imported scene's root node and returns the modified version of the scene:

GDScript

@tool # Needed so it runs in editor.
extends EditorScenePostImport

# This sample changes all node names.
# Called right after the scene is imported and gets the root node.
func _post_import(scene):
    # Change all node names to "modified_[oldnodename]"
    iterate(scene)
    return scene # Remember to return the imported scene

func iterate(node):
    if node != null:
        node.name = "modified_" + node.name
        for child in node.get_children():
            iterate(child)

C#

using Godot;

// This sample changes all node names.
// Called right after the scene is imported and gets the root node.
[Tool]
public partial class NodeRenamer : EditorScenePostImport
{
    public override GodotObject _PostImport(Node scene)
    {
        // Change all node names to "modified_[oldnodename]"
        Iterate(scene);
        return scene; // Remember to return the imported scene
    }

    public void Iterate(Node node)
    {
        if (node != null)
        {
            node.Name = $"modified_{node.Name}";
            foreach (Node child in node.GetChildren())
            {
                Iterate(child);
            }
        }
    }
}

Members #

Methods #

virtual func _post_import(scene: Node) -> Object#

Called after the scene was imported. This method must return the modified version of the scene.

const func get_source_file() -> String#

Returns the source file path which got imported (e.g. res://scene.dae).

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #