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Resource filesystem, as the editor sees it.
This object holds information of all resources in the filesystem, their types, etc.
Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_resource_filesystem.
get_filesystem ( )
get_scanning_progress ( ) const
is_scanning ( ) const
scan ( )
scan_sources ( )
filesystem_changed ( )
Emitted if the filesystem changed.
resources_reimported ( PackedStringArray resources )
Emitted if a resource is reimported.
resources_reload ( PackedStringArray resources )
Emitted if at least one resource is reloaded when the filesystem is scanned.
script_classes_updated ( )
Emitted when the list of global script classes gets updated.
sources_changed ( bool exist )
Emitted if the source of any imported file changed.
Returns the resource type of the file, given the full path. This returns a string such as
"GDScript", not a file extension such as
EditorFileSystemDirectory get_filesystem ( )
Gets the root directory object.
Returns a view into the filesystem at
float get_scanning_progress ( ) const
Returns the scan progress for 0 to 1 if the FS is being scanned.
bool is_scanning ( ) const
true if the filesystem is being scanned.
void reimport_files ( PackedStringArray files )
Reimports a set of files. Call this if these files or their
.import files were directly edited by script or an external program.
Note: This function blocks until the import is finished. However, the main loop iteration, including timers and Node._process, will occur during the import process due to progress bar updates. Avoid calls to reimport_files or scan while an import is in progress.
void scan ( )
Scan the filesystem for changes.
void scan_sources ( )
Check if the source of any imported resource changed.
void update_file ( String path )
Add a file in an existing directory, or schedule file information to be updated on editor restart. Can be used to update text files saved by an external program.