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.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.

Previous Next