:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the EditorScenePostImport.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_EditorScenePostImport: EditorScenePostImport ===================== **Inherits:** :ref:`RefCounted` **<** :ref:`Object` Post-processes scenes after import. Description ----------- Imported scenes can be automatically modified right after import by setting their **Custom Script** Import property to a ``tool`` script that inherits from this class. The :ref:`_post_import` callback receives the imported scene's root node and returns the modified version of the scene. Usage example: .. tabs:: .. code-tab:: gdscript tool # Needed so it runs in editor. extends EditorScenePostImport # This sample changes all node names. # Called right after the scene is imported and gets the root node. func _post_import(scene): # Change all node names to "modified_[oldnodename]" iterate(scene) return scene # Remember to return the imported scene func iterate(node): if node != null: node.name = "modified_" + node.name for child in node.get_children(): iterate(child) .. code-tab:: csharp using Godot; // This sample changes all node names. // Called right after the scene is imported and gets the root node. [Tool] public class NodeRenamer : EditorScenePostImport { public override Object PostImport(Object scene) { // Change all node names to "modified_[oldnodename]" Iterate(scene as Node); return scene; // Remember to return the imported scene } public void Iterate(Node node) { if (node != null) { node.Name = "modified_" + node.Name; foreach (Node child in node.GetChildren()) { Iterate(child); } } } } Tutorials --------- - `Importing 3D scenes: Custom script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`__ Methods ------- +-----------------------------+--------------------------------------------------------------------------------------------------------------------------+ | :ref:`Object` | :ref:`_post_import` **(** :ref:`Node` scene **)** |virtual| | +-----------------------------+--------------------------------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_source_file` **(** **)** |const| | +-----------------------------+--------------------------------------------------------------------------------------------------------------------------+ Method Descriptions ------------------- .. _class_EditorScenePostImport_method__post_import: - :ref:`Object` **_post_import** **(** :ref:`Node` scene **)** |virtual| Called after the scene was imported. This method must return the modified version of the scene. ---- .. _class_EditorScenePostImport_method_get_source_file: - :ref:`String` **get_source_file** **(** **)** |const| Returns the source file path which got imported (e.g. ``res://scene.dae``). .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`