114 lines
4.2 KiB
Text
114 lines
4.2 KiB
Text
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.. _doc_import_process:
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Import process
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==============
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Importing assets in Godot 3.0+
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------------------------------
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Previously, importing assets in Godot 2.x required manual maintenance
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of a separate directory with source assets. Without doing this, it was
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impossible to specify how to convert and change import flags for
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textures, audio files, scenes, etc.
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In Godot 3.0+, we use a more modern approach to importing: Simply drop
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your assets (image files, scenes, audio files, fonts, etc) directly in the
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project folder (copy them manually with your OS file explorer).
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Godot will automatically import these files internally
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and keep the imported resources hidden in a ``res://.import`` folder.
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This means that when trying to access imported assets through code you
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need to use the :ref:`Resource Loader<class_ResourceLoader>` as it will
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automatically take into account where the internal files are saved. If you
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try and access an imported asset using the :ref:`File <class_File>` class
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it will work in the editor, but break in the exported project.
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However, the :ref:`Resource Loader<class_ResourceLoader>` cannot access
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non imported files, only the :ref:`File <class_File>` class can.
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Changing import parameters
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--------------------------
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To change the import parameters of an asset in Godot (again, keep in mind
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import parameters are only present in non-native Godot resource types)
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select the relevant resource in the filesystem dock:
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.. image:: img/asset_workflow1.png
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Then, after adjusting the parameters, press "Reimport". These parameters
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will only be used for this asset and on future reimports.
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Changing the import parameters of several assets at the same time is also
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possible. Simply select all of them together in the resources dock and the
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exposed parameters will apply to all of them when reimporting.
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Reimporting multiple assets
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---------------------------
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While working on a project you may find that several assets need to have
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the same parameters changed, such as enabling mipmaps, but you only want
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those specific parameters changed. To do this, select every asset you want
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to reimport in the file system. In the import tab there will now be a
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checkbox to the left of every import parameter.
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.. image:: img/reimport_multiple.png
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Select the checkbox of the parameters you want to change on your imported
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assets, then change the parameters normally. Finally, click the reimport
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button and every selected asset will be reimported with only those
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parameters changed.
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Automatic reimport
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------------------
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When the MD5 checksum of the source asset changes, Godot will perform an
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automatic reimport of it, applying the preset configured for that specific
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asset.
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Files generated
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-----------------
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Importing will add an extra ``<asset>.import`` file, containing the import
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configuration. Make sure to commit these to your version control system!
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.. image:: img/asset_workflow4.png
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Additionally, extra assets will be preset in the hidden ``res://.import`` folder:
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.. image:: img/asset_workflow5.png
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If any of the files present in this folder is erased (or the whole folder), the
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asset or assets will be reimported automatically. As such, committing this folder
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to the version control system is optional. It can shorten
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reimporting time when checking out on another computer, but it takes considerably
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more space and transfer time. Pick your poison!
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Changing import resource type
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-----------------------------
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Some source assets can be imported as different types of resources.
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For this, select the relevant type of resource desired and
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press "Reimport":
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.. image:: img/asset_workflow2.png
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Changing default import parameters
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-----------------------------------
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Different types of games might require different defaults.
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Changing the defaults per project can be achieved by using the
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"Preset.." Menu. Besides some resource types offering presets,
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the default setting can be saved and cleared too:
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.. image:: img/asset_workflow3.png
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Simplicity is key!
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------------------
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This is a very simple workflow which should take very little time to get used to. It also enforces a more
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correct way to deal with resources.
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There are many types of assets available for import, so please continue reading to understand how to work
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with all of them!
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