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EditorScenePostImport
Inherits: RefCounted < 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 _post_import callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
@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)
using Redot;
// This sample changes all node names.
// Called right after the scene is imported and gets the root node.
[Tool]
public partial class NodeRenamer : EditorScenePostImport
{
    public override RedotObject _PostImport(Node scene)
    {
        // Change all node names to "modified_[oldnodename]"
        Iterate(scene);
        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
Methods
| _post_import(scene: Node) virtual | |
| get_source_file() const | 
Method Descriptions
Object _post_import(scene: Node) virtual 🔗
Called after the scene was imported. This method must return the modified version of the scene.
String get_source_file() const 🔗
Returns the source file path which got imported (e.g. res://scene.dae).