Table of Contents

Class EditorSceneFormatImporter

Namespace
Godot
Assembly
GodotSharpEditor.dll

EditorSceneFormatImporter allows to define an importer script for a third-party 3D format.

To use EditorSceneFormatImporter, register it using the AddSceneFormatImporterPlugin(EditorSceneFormatImporter, bool) method first.

public class EditorSceneFormatImporter : RefCounted, IDisposable
Inheritance
EditorSceneFormatImporter
Implements
Derived
Inherited Members

Constructors

EditorSceneFormatImporter()

public EditorSceneFormatImporter()

Fields

ImportAnimation

public const long ImportAnimation = 2

Field Value

long

ImportDiscardMeshesAndMaterials

public const long ImportDiscardMeshesAndMaterials = 32

Field Value

long

ImportFailOnMissingDependencies

public const long ImportFailOnMissingDependencies = 4

Field Value

long

ImportForceDisableMeshCompression

public const long ImportForceDisableMeshCompression = 64

Field Value

long

ImportGenerateTangentArrays

public const long ImportGenerateTangentArrays = 8

Field Value

long

ImportScene

public const long ImportScene = 1

Field Value

long

ImportUseNamedSkinBinds

public const long ImportUseNamedSkinBinds = 16

Field Value

long

Methods

AddImportOption(string, Variant)

Add a specific import option (name and default value only). This function can only be called from _GetImportOptions(string).

public void AddImportOption(string name, Variant value)

Parameters

name string
value Variant

AddImportOptionAdvanced(Type, string, Variant, PropertyHint, string, int)

Add a specific import option. This function can only be called from _GetImportOptions(string).

public void AddImportOptionAdvanced(Variant.Type type, string name, Variant defaultValue, PropertyHint hint = PropertyHint.None, string hintString = "", int usageFlags = 6)

Parameters

type Variant.Type
name string
defaultValue Variant
hint PropertyHint
hintString string
usageFlags int

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

_GetExtensions()

Return supported file extensions for this scene importer.

public virtual string[] _GetExtensions()

Returns

string[]

_GetImportOptions(string)

Override to add general import options. These will appear in the main import dock on the editor. Add options via AddImportOption(string, Variant) and AddImportOptionAdvanced(Type, string, Variant, PropertyHint, string, int).

Note: All EditorSceneFormatImporter and EditorScenePostImportPlugin instances will add options for all files. It is good practice to check the file extension when path is non-empty.

When the user is editing project settings, path will be empty. It is recommended to add all options when path is empty to allow the user to customize Import Defaults.

public virtual void _GetImportOptions(string path)

Parameters

path string

_GetOptionVisibility(string, bool, string)

Should return true to show the given option, false to hide the given option, or null to ignore.

public virtual Variant _GetOptionVisibility(string path, bool forAnimation, string option)

Parameters

path string
forAnimation bool
option string

Returns

Variant

_ImportScene(string, uint, Dictionary)

Perform the bulk of the scene import logic here, for example using GltfDocument or FbxDocument.

public virtual GodotObject _ImportScene(string path, uint flags, Dictionary options)

Parameters

path string
flags uint
options Dictionary

Returns

GodotObject