Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Processo de importação

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 res://.godot/imported/ folder.

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.

However, the Resource Loader cannot access non-imported files. Only the FileAccess class can.

Alterando Parâmetros de Importação

Nota

Import parameters are only present in non-native Godot resource types. This means Godot's own scene and resource file formats (.tscn, .scn, .tres, .res) don't have import options you can select in the Import dock.

To change the import parameters of an asset in Godot, select the relevant resource in the FileSystem dock:

../../_images/import_process_example.webp

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. Select all of them together in the FileSystem dock and the exposed parameters will apply to all of them when reimporting.

Reimportando múltiplos assets

Ao trabalhar em um projeto, você pode descobrir que vários assets precisam ter os mesmos parâmetros alterados, como a ativação de mipmaps, mas você só quer que esses parâmetros específicos sejam alterados. Para fazer isto, selecione todos os assets que você quer reimportar no sistema de arquivos. Na aba de importação agora haverá uma caixa de seleção à esquerda de cada parâmetro de importação.

../../_images/reimport_multiple.png

Marque a caixa de seleção dos parâmetros que você deseja alterar nos seus assets importados e, em seguida, altere os parâmetros normalmente. Finalmente, clique no botão de reimportação e todos os assets selecionados serão reimportados apenas com esses parâmetros alterados.

Reimportação Automática

Quando a soma de verificação MD5 do ativo de origem for alterada, Godot executará uma reimportação automática, aplicando a predefinição configurada para esse asset específico.

Ignorando pastas específicas

Sometimes, you have files that you don't want to be imported by Godot, such as images used in a game's press kit or promotional materials. You can place those files in a folder that you instruct Godot to ignore. Ignoring a folder ensures it is not imported by Godot; this also hides the folder from the FileSystem dock. Ignoring a folder also results in its contents not being exported with the project, therefore reducing the exported PCK size.

See Ignorando pastas específicas in the project organization tutorial for details.

Arquivos gerados

A importação adicionará um arquivo extra <asset>.import próximo ao arquivo fonte, contendo a configuração de importação.

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 res://.godot/imported/ folder:

ls .godot/imported
example.png-218a8f2b3041327d8a5756f3a245f83b.ctex
example.png-218a8f2b3041327d8a5756f3a245f83b.md5

Se algum dos arquivos presentes nesta pasta for apagado (ou a pasta inteira), o asset ou assets serão reimportados automaticamente. Dessa forma, fazendo o commit da .godot/ pasta no sistema de controle de versão não é recomendado. Enquanto realizar o commit desta pasta pode poupar tempo na reimportação ao fazer o check-out em outro computador, irá requerir consideravelmente mais espaço e tempo de transferência.

The default version control metadata that can be generated on project creation will automatically ignore the .godot/ folder.

Alterando o tipo de recurso de importação

Some source assets can be imported as different types of resources. For this, select the relevant type of resource desired then click Reimport:

../../_images/import_process_changing_import_type.webp

Select Keep File (exported as is) as resource type to skip file import, files with this resource type will be preserved as is during project export.

Select Skip File (not exported) as resource type to skip file import and ignore file during project export.

Alterando parâmetros de importação padrão

Different types of projects might require different defaults. Changing the import options to a predefined set of options can be achieved by using the Preset... Menu. Besides some resource types offering presets, the default settings can be saved and cleared too:

../../_images/import_process_change_preset.webp

The default import parameters for a given resource type can be changed project-wide using the Import Defaults tab of the Project Settings dialog:

../../_images/import_process_import_defaults.webp

Further reading

This workflow takes a little time to get used to, but it enforces a more correct way to deal with resources.

Existem muitos tipos de assets disponíveis para importação. Continue lendo para entender como trabalhar com todos eles: