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godot/doc/classes/ResourceImporter.xml
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

40 lines
1.9 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceImporter" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Base class for resource importers.
</brief_description>
<description>
This is the base class for Godot's resource importers. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
</description>
<tutorials>
<link title="Import plugins">$DOCS_URL/tutorials/plugins/editor/import_plugins.html</link>
</tutorials>
<methods>
<method name="_get_build_dependencies" qualifiers="virtual const">
<return type="PackedStringArray" />
<param index="0" name="path" type="String" />
<description>
Called when the engine compilation profile editor wants to check what build options an imported resource needs. For example, [ResourceImporterDynamicFont] has a property called [member ResourceImporterDynamicFont.multichannel_signed_distance_field], that depends on the engine to be build with the "msdfgen" module. If that resource happened to be a custom one, it would be handled like this:
[codeblock]
func _get_build_dependencies(path):
var resource = load(path)
var dependencies = PackedStringArray()
if resource.multichannel_signed_distance_field:
dependencies.push_back("module_msdfgen_enabled")
return dependencies
[/codeblock]
</description>
</method>
</methods>
<constants>
<constant name="IMPORT_ORDER_DEFAULT" value="0" enum="ImportOrder">
The default import order.
</constant>
<constant name="IMPORT_ORDER_SCENE" value="100" enum="ImportOrder">
The import order for scenes, which ensures scenes are imported [i]after[/i] all other core resources such as textures. Custom importers should generally have an import order lower than [code]100[/code] to avoid issues when importing scenes that rely on custom resources.
</constant>
</constants>
</class>