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152 lines
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ReStructuredText
152 lines
5.5 KiB
ReStructuredText
.. _doc_import_process:
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Import process
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==============
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Importing assets in Godot
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-------------------------
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To import assets in Godot, place your assets (image files, scenes, audio
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files, fonts, etc) directly in the project folder. There are 2 ways to achieve this:
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- **For any file type:** Copy files manually with your operating system's file manager.
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- **For file types that can be imported by Godot:**
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Drag-and-drop files from the operating system's file manager to the editor's FileSystem dock.
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This only works with *resource* file types (i.e. file types that Godot can import).
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Godot will automatically import these files internally and keep the imported
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resources hidden in a ``res://.godot/imported/`` 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:`FileAccess <class_FileAccess>` class,
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it will work in the editor, but **it will 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:`FileAccess <class_FileAccess>` class can.
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Changing import parameters
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--------------------------
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.. note::
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Import parameters are only present in *non-native* Godot resource types.
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This means Godot's own scene and resource file formats (``.tscn``, ``.scn``,
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``.tres``, ``.res``) don't have import options you can select in the Import
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dock.
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To change the import parameters of an asset in Godot, select the relevant
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resource in the FileSystem dock:
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.. image:: img/import_process_example.webp
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After adjusting the parameters, click **Reimport**. Be careful: if you select
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another file in the FileSystem dock before clicking **Reimport**, changes will
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be discarded. After clicking **Reimport**, the chosen parameters will only be
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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. Select all of them together in the FileSystem 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 next to the source file,
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containing the import configuration.
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**Make sure to commit these files to your version control system**, as these
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files contain important metadata.
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::
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ls
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example.png
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example.png.import
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project.godot
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Additionally, extra assets will be present in the hidden
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``res://.godot/imported/`` folder:
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::
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ls .godot/imported
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example.png-218a8f2b3041327d8a5756f3a245f83b.ctex
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example.png-218a8f2b3041327d8a5756f3a245f83b.md5
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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 the
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``.godot/`` folder to the version control system is not recommended. While
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committing this folder can shorten reimporting time when checking out on another
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computer, it requires considerably more space and bandwidth.
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The default version control metadata that can be generated on project creation
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will automatically ignore the ``.godot/`` folder.
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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. For this,
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select the relevant type of resource desired then click **Reimport**:
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.. image:: img/import_process_changing_import_type.webp
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Select ``Keep File (exported as is)`` as resource type to skip file import, files
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with this resource type will be preserved as is during project export.
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Select ``Skip File (not exported)`` as resource type to skip file import and ignore
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file during project export.
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Changing default import parameters
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----------------------------------
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Different types of projects might require different defaults. Changing the import
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options to a predefined set of options can be achieved by using the
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**Preset...** Menu. Besides some resource types offering presets, the default
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settings can be saved and cleared too:
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.. image:: img/import_process_change_preset.webp
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The default import parameters for a given resource type can be changed
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project-wide using the **Import Defaults** tab of the Project Settings dialog:
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.. image:: img/import_process_import_defaults.webp
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Further reading
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---------------
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This workflow takes a little time to get used to, but it enforces a more correct
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way to deal with resources.
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There are many types of assets available for import. Continue reading to
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understand how to work with all of them:
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- :ref:`doc_importing_images`
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- :ref:`doc_importing_audio_samples`
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- :ref:`doc_importing_3d_scenes`
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- :ref:`doc_importing_translations`
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