<?xml version="1.0" encoding="UTF-8" ?> <class name="EditorScenePostImport" inherits="Reference" category="Core" version="3.2"> <brief_description> Post-processes scenes after import. </brief_description> <description> Imported scenes can be automatically modified right after import by setting their [b]Custom Script[/b] Import property to a [code]tool[/code] script that inherits from this class. The [method post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example: [codeblock] 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) [/codeblock] </description> <tutorials> <link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> </tutorials> <methods> <method name="get_source_file" qualifiers="const"> <return type="String"> </return> <description> Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]). </description> </method> <method name="get_source_folder" qualifiers="const"> <return type="String"> </return> <description> Returns the resource folder the imported scene file is located in. </description> </method> <method name="post_import" qualifiers="virtual"> <return type="Object"> </return> <argument index="0" name="scene" type="Object"> </argument> <description> Called after the scene was imported. This method must return the modified version of the scene. </description> </method> </methods> <constants> </constants> </class>