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- .. _doc_import_process:
- Import process
- ==============
- Importing assets in Godot
- -------------------------
- To import assets in Godot, place your assets (image files, scenes, audio
- files, fonts, etc) directly in the project folder. There are 2 ways to achieve this:
- - **For any file type:** Copy files manually with your operating system's file manager.
- - **For file types that can be imported by Godot:**
- Drag-and-drop files from the operating system's file manager to the editor's FileSystem dock.
- This only works with *resource* file types (i.e. file types that Godot can import).
- Godot will automatically import these files internally and keep the imported
- resources hidden in a ``res://.godot/imported/`` folder.
- This means that when trying to access imported assets through code, you
- need to use the :ref:`Resource Loader<class_ResourceLoader>` as it will
- automatically take into account where the internal files are saved. If you
- try and access an imported asset using the :ref:`FileAccess <class_FileAccess>` class,
- it will work in the editor, but **it will break in the exported project**.
- However, the :ref:`Resource Loader<class_ResourceLoader>` cannot access
- non-imported files. Only the :ref:`FileAccess <class_FileAccess>` class can.
- Changing import parameters
- --------------------------
- .. note::
- Import parameters are only present in *non-native* Godot resource types.
- This means Godot's own scene and resource file formats (``.tscn``, ``.scn``,
- ``.tres``, ``.res``) don't have import options you can select in the Import
- dock.
- To change the import parameters of an asset in Godot, select the relevant
- resource in the FileSystem dock:
- .. image:: img/import_process_example.webp
- After adjusting the parameters, click **Reimport**. Be careful: if you select
- another file in the FileSystem dock before clicking **Reimport**, changes will
- be discarded. After clicking **Reimport**, the chosen parameters will only be
- used for this asset and on future reimports.
- Changing the import parameters of several assets at the same time is also
- possible. Simply select all of them together in the resources dock and the
- exposed parameters will apply to all of them when reimporting.
- Reimporting multiple assets
- ---------------------------
- While working on a project you may find that several assets need to have
- the same parameters changed, such as enabling mipmaps, but you only want
- those specific parameters changed. To do this, select every asset you want
- to reimport in the file system. In the import tab there will now be a
- checkbox to the left of every import parameter.
- .. image:: img/reimport_multiple.png
- Select the checkbox of the parameters you want to change on your imported
- assets, then change the parameters normally. Finally, click the reimport
- button and every selected asset will be reimported with only those
- parameters changed.
- Automatic reimport
- ------------------
- When the MD5 checksum of the source asset changes, Godot will perform an
- automatic reimport of it, applying the preset configured for that specific
- asset.
- Files generated
- ---------------
- Importing will add an extra ``<asset>.import`` file next to the source file,
- containing the import configuration.
- **Make sure to commit these files to your version control system**, as these
- files contain important metadata.
- ::
- ls
- example.png
- example.png.import
- project.godot
- Additionally, extra assets will be present in the hidden
- ``res://.godot/imported/`` folder:
- ::
- ls .godot/imported
- example.png-218a8f2b3041327d8a5756f3a245f83b.ctex
- example.png-218a8f2b3041327d8a5756f3a245f83b.md5
- If any of the files present in this folder is erased (or the whole folder), the
- asset or assets will be reimported automatically. As such, committing the
- ``.godot/`` folder to the version control system is not recommended. While
- committing this folder can shorten reimporting time when checking out on another
- computer, it requires considerably more space and bandwidth.
- The default version control metadata that can be generated on project creation
- will automatically ignore the ``.godot/`` folder.
- Changing import resource type
- -----------------------------
- Some source assets can be imported as different types of resources. For this,
- select the relevant type of resource desired then click **Reimport**:
- .. image:: img/import_process_changing_import_type.webp
- Select ``Keep File (exported as is)`` as resource type to skip file import, files
- with this resource type will be preserved as is during project export.
- Select ``Skip File (not exported)`` as resource type to skip file import and ignore
- file during project export.
- Changing default import parameters
- ----------------------------------
- Different types of projects might require different defaults. Changing the import
- options to a predefined set of options can be achieved by using the
- **Preset...** Menu. Besides some resource types offering presets, the default
- settings can be saved and cleared too:
- .. image:: img/import_process_change_preset.webp
- The default import parameters for a given resource type can be changed
- project-wide using the **Import Defaults** tab of the Project Settings dialog:
- .. image:: img/import_process_import_defaults.webp
- Further reading
- ---------------
- This workflow takes a little time to get used to, but it enforces a more correct
- way to deal with resources.
- There are many types of assets available for import. Continue reading to
- understand how to work with all of them:
- - :ref:`doc_importing_images`
- - :ref:`doc_importing_audio_samples`
- - :ref:`doc_importing_3d_scenes`
- - :ref:`doc_importing_translations`
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