Post-processes scenes after import. Imported scenes can be automatically modified right after import by setting their [b]Custom Script[/b] Import property to a [code]tool[/code] script that inherits from this class. The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example: [codeblocks] [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) [/gdscript] [csharp] 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); } } } } [/csharp] [/codeblocks] $DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html#using-import-scripts-for-automation Called after the scene was imported. This method must return the modified version of the scene. Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).