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.
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. Higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported.
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. For example:
Gets the number of initial presets defined by the plugin. Use getImportOptions to get the default options for the preset and getPresetName 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. $(D "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 .import 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".
Construct a new instance of EditorImportPlugin. Note: use memnew!EditorImportPlugin instead.
tool extends EditorImportPlugin
func get_importer_name(): return "my.special.plugin"
func get_visible_name(): return "Special Mesh"
func get_recognized_extensions(): return "special", "spec"
func get_save_extension(): return "mesh"
func get_resource_type(): return "Mesh"
func get_preset_count(): return 1
func get_preset_name(i): return "Default"
func get_import_options(i): return {"name": "my_option", "default_value": false}
func import(source_file, save_path, options, platform_variants, gen_files): var file = File.new() if file.open(source_file, File.READ) != OK: return FAILED
var mesh = Mesh.new() # Fill the Mesh with data read in "file", left as an exercise to the reader
var filename = save_path + "." + get_save_extension() return ResourceSaver.save(filename, mesh)
Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
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. Register your EditorPlugin with EditorPlugin.addImportPlugin. EditorImportPlugins work by associating with specific file extensions and a resource type. See getRecognizedExtensions and getResourceType. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the .import directory. Below is an example EditorImportPlugin that imports a Mesh from a file with the extension ".special" or ".spec":