EditorResourceConversionPlugin

Inherits: RefCounted < Object

Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a StandardMaterial3D to a ShaderMaterial.

Description

EditorResourceConversionPlugin is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type.

Below shows an example of a basic plugin that will convert an ImageTexture to a PortableCompressedTexture2D.

GDScript

  1. extends EditorResourceConversionPlugin
  2. func _handles(resource: Resource):
  3. return resource is ImageTexture
  4. func _converts_to():
  5. return "PortableCompressedTexture2D"
  6. func _convert(itex: Resource):
  7. var ptex = PortableCompressedTexture2D.new()
  8. ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS)
  9. return ptex

To use an EditorResourceConversionPlugin, register it using the EditorPlugin.add_resource_conversion_plugin method first.

Methods

Resource

_convert ( Resource resource ) virtual const

String

_converts_to ( ) virtual const

bool

_handles ( Resource resource ) virtual const


Method Descriptions

Resource _convert ( Resource resource ) virtual const

Takes an input Resource and converts it to the type given in _converts_to. The returned Resource is the result of the conversion, and the input Resource remains unchanged.


String _converts_to ( ) virtual const

Returns the class name of the target type of Resource that this plugin converts source resources to.


bool _handles ( Resource resource ) virtual const

Called to determine whether a particular Resource can be converted to the target resource type by this plugin.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

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