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Importing assets in Godot¶
To import assets in Godot, place your assets (image files, scenes, audio files, fonts, etc) directly in the project folder. There are 2 ways to achieve this:
For any file type: Copy files manually with your operating system's file manager.
For file types that can be imported by Godot: Drag-and-drop files from the operating system's file manager to the editor's FileSystem dock. This only works with resource file types (i.e. file types that Godot can import).
Godot will automatically import these files internally and keep the imported
resources hidden in a
This means that when trying to access imported assets through code, you need to use the Resource Loader as it will automatically take into account where the internal files are saved. If you try and access an imported asset using the FileAccess class, it will work in the editor, but it will break in the exported project.
Changing import parameters¶
Import parameters are only present in non-native Godot resource types.
This means Godot's own scene and resource file formats (
.res) don't have import options you can select in the Import
To change the import parameters of an asset in Godot, select the relevant resource in the FileSystem dock:
After adjusting the parameters, click Reimport. Be careful: if you select another file in the FileSystem dock before clicking Reimport, changes will be discarded. After clicking Reimport, the chosen parameters will only be used for this asset and on future reimports.
Changing the import parameters of several assets at the same time is also possible. Simply select all of them together in the resources dock and the exposed parameters will apply to all of them when reimporting.
Reimporting multiple assets¶
While working on a project you may find that several assets need to have the same parameters changed, such as enabling mipmaps, but you only want those specific parameters changed. To do this, select every asset you want to reimport in the file system. In the import tab there will now be a checkbox to the left of every import parameter.
Select the checkbox of the parameters you want to change on your imported assets, then change the parameters normally. Finally, click the reimport button and every selected asset will be reimported with only those parameters changed.
When the MD5 checksum of the source asset changes, Godot will perform an automatic reimport of it, applying the preset configured for that specific asset.
Importing will add an extra
<asset>.import file next to the source file,
containing the import configuration.
Make sure to commit these files to your version control system, as these files contain important metadata.
$ ls example.png example.png.import project.godot
Additionally, extra assets will be present in the hidden
$ ls .godot/imported example.png-218a8f2b3041327d8a5756f3a245f83b.ctex example.png-218a8f2b3041327d8a5756f3a245f83b.md5
If any of the files present in this folder is erased (or the whole folder), the
asset or assets will be reimported automatically. As such, committing the
.godot/ folder to the version control system is not recommended. While
committing this folder can shorten reimporting time when checking out on another
computer, it requires considerably more space and bandwidth.
The default version control metadata that can be generated on project creation
will automatically ignore the