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Rename the ".import" folder to ".godot/imported"
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@@ -5,7 +5,7 @@
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</brief_description>
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<description>
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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 [method EditorPlugin.add_import_plugin].
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory.
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory.
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Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
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[codeblock]
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tool
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@@ -136,7 +136,7 @@
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<return type="String">
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</return>
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<description>
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Gets the extension used to save this resource in the [code].import[/code] directory.
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Gets the extension used to save this resource in the [code].godot/imported[/code] directory.
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</description>
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</method>
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<method name="get_visible_name" qualifiers="virtual">
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