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]).