Attention: Here be dragons
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(unstable) version of this documentation, which may document features
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Inherits: Resource < RefCounted < Object
Represents all data of a GLTF file.
Contains all nodes and resources of a GLTF file. This is used by GLTFDocument as data storage, which allows GLTFDocument and all GLTFDocumentExtension classes to remain stateless.
GLTFState can be populated by GLTFDocument reading a file or by converting a Godot scene. Then the data can either be used to create a Godot scene or save to a GLTF file. The code that converts to/from a Godot scene can be intercepted at arbitrary points by GLTFDocumentExtension classes. This allows for custom data to be stored in the GLTF file or for custom data to be converted to/from Godot nodes.
Discards all embedded textures and uses untextured materials.
Extracts embedded textures to be reimported and compressed. Editor only. Acts as uncompressed at runtime.
Embeds textures VRAM compressed with Basis Universal into the generated scene.
Embeds textures compressed losslessly into the generated scene, matching old behavior.
String base_path =
PackedByteArray buffers =
void set_buffers ( PackedByteArray value )
PackedByteArray get_buffers ( )
bool create_animations =
PackedByteArray glb_data =
void set_glb_data ( PackedByteArray value )
PackedByteArray get_glb_data ( )
Dictionary json =
void set_json ( Dictionary value )
Dictionary get_json ( )
int major_version =
int minor_version =
PackedInt32Array root_nodes =
void set_root_nodes ( PackedInt32Array value )
PackedInt32Array get_root_nodes ( )
The root nodes of the GLTF file. Typically, a GLTF file will only have one scene, and therefore one root node. However, a GLTF file may have multiple scenes and therefore multiple root nodes, which will be generated as siblings of each other and as children of the root node of the generated Godot scene.
String scene_name =
The name of the scene. When importing, if not specified, this will be the file name. When exporting, if specified, the scene name will be saved to the GLTF file.
bool use_named_skin_binds =
void add_used_extension ( String extension_name, bool required )
Appends an extension to the list of extensions used by this GLTF file during serialization. If
required is true, the extension will also be added to the list of required extensions. Do not run this in GLTFDocumentExtension._export_post, as that stage is too late to add extensions. The final list is sorted alphabetically.
GLTFAccessor get_accessors ( )
Variant get_additional_data ( StringName extension_name )
Gets additional arbitrary data in this GLTFState instance. This can be used to keep per-file state data in GLTFDocumentExtension classes, which is important because they are stateless.
The argument should be the GLTFDocumentExtension name (does not have to match the extension name in the GLTF file), and the return value can be anything you set. If nothing was set, the return value is null.
AnimationPlayer get_animation_player ( int idx )
Returns the AnimationPlayer node with the given index. These nodes are only used during the export process when converting Godot AnimationPlayer nodes to GLTF animations.
int get_animation_players_count ( int idx )
Returns the number of AnimationPlayer nodes in this GLTFState. These nodes are only used during the export process when converting Godot AnimationPlayer nodes to GLTF animations.
GLTFAnimation get_animations ( )
Returns an array of all GLTFAnimations in the GLTF file. When importing, these will be generated as animations in an AnimationPlayer node. When exporting, these will be generated from Godot AnimationPlayer nodes.
GLTFBufferView get_buffer_views ( )
GLTFCamera get_cameras ( )
Returns an array of all GLTFCameras in the GLTF file. These are the cameras that the GLTFNode.camera index refers to.
int get_handle_binary_image ( )
Texture2D get_images ( )
Gets the images of the GLTF file as an array of Texture2Ds. These are the images that the GLTFTexture.src_image index refers to.
GLTFLight get_lights ( )
Returns an array of all GLTFLights in the GLTF file. These are the lights that the