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Inherits: Resource < RefCounted < Object

A Resource that contains vertex array-based geometry during the import process.


ImporterMesh is a type of Resource analogous to ArrayMesh. It contains vertex array-based geometry, divided in surfaces. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.

Unlike its runtime counterpart, ImporterMesh contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling clear, followed by add_surface for each surface.




{ "surfaces": [] }



add_blend_shape ( String name )


add_surface ( PrimitiveType primitive, Array arrays, Array[] blend_shapes=[], Dictionary lods={}, Material material=null, String name="", int flags=0 )


clear ( )


generate_lods ( float normal_merge_angle, float normal_split_angle, Array bone_transform_array )


get_blend_shape_count ( ) const


get_blend_shape_mode ( ) const


get_blend_shape_name ( int blend_shape_idx ) const


get_lightmap_size_hint ( ) const


get_mesh ( ArrayMesh base_mesh=null )


get_surface_arrays ( int surface_idx ) const


get_surface_blend_shape_arrays ( int surface_idx, int blend_shape_idx ) const


get_surface_count ( ) const


get_surface_format ( int surface_idx ) const


get_surface_lod_count ( int surface_idx ) const


get_surface_lod_indices ( int surface_idx, int lod_idx ) const


get_surface_lod_size ( int surface_idx, int lod_idx ) const


get_surface_material ( int surface_idx ) const


get_surface_name ( int surface_idx ) const


get_surface_primitive_type ( int surface_idx )


set_blend_shape_mode ( BlendShapeMode mode )


set_lightmap_size_hint ( Vector2i size )


set_surface_material ( int surface_idx, Material material )


set_surface_name ( int surface_idx, String name )

Property Descriptions

Dictionary _data = { "surfaces": [] }

There is currently no description for this property. Please help us by contributing one!

Method Descriptions

void add_blend_shape ( String name )

Adds name for a blend shape that will be added with add_surface. Must be called before surface is added.

void add_surface ( PrimitiveType primitive, Array arrays, Array[] blend_shapes=[], Dictionary lods={}, Material material=null, String name="", int flags=0 )

Creates a new surface. Mesh.get_surface_count will become the surf_idx for this new surface.

Surfaces are created to be rendered using a primitive, which may be any of the values defined in PrimitiveType.

The arrays argument is an array of arrays. Each of the Mesh.ARRAY_MAX elements contains an array with some of the mesh data for this surface as described by the corresponding member of ArrayType or null if it is not used by the surface. For example, arrays[0] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for Mesh.ARRAY_INDEX if it is used.

The blend_shapes argument is an array of vertex data for each blend shape. Each element is an array of the same structure as arrays, but Mesh.ARRAY_VERTEX, Mesh.ARRAY_NORMAL, and Mesh.ARRAY_TANGENT are set if and only if they are set in arrays and all other entries are null.

The lods argument is a dictionary with float keys and PackedInt32Array values. Each entry in the dictionary represents a LOD level of the surface, where the value is the Mesh.ARRAY_INDEX array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.

The flags argument is the bitwise or of, as required: One value of ArrayCustomFormat left shifted by ARRAY_FORMAT_CUSTOMn_SHIFT for each custom channel in use, Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE, Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS, or Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY.

Note: When using indices, it is recommended to only use points, lines, or triangles.

void clear ( )

Removes all surfaces and blend shapes from this ImporterMesh.

void generate_lods ( float normal_merge_angle, float normal_split_angle, Array bone_transform_array )

Generates all lods for this ImporterMesh.

normal_merge_angle and normal_split_angle are in degrees and used in the same way as the importer settings in lods. As a good default, use 25 and 60 respectively.

The number of generated lods can be accessed using get_surface_lod_count, and each LOD is available in get_surface_lod_size and get_surface_lod_indices.

bone_transform_array is an Array which can be either empty or contain Transform3Ds which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data.

int get_blend_shape_count ( ) const

Returns the number of blend shapes that the mesh holds.

BlendShapeMode get_blend_shape_mode ( ) const

Returns the blend shape mode for this Mesh.