godot-docs/tutorials/asset_pipeline/import_process.rst

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.. _doc_import_process:
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Import process
==============
What is it for?
---------------
When Godot was created, it was probably after several failed and not so
failed engine attempts (well, each attempt failed a little less.. and so
on). One of the most difficult areas of creating game engines is
managing the import process. That means, getting the assets that artists
make into the game, in a way that functions optimally.
Artists use certain tools and formats, and programmers would rather have
their data into a different format. This is because artists put their
focus on creating assets with the best quality possible, while
programmers have to make sure they actually run at decent speed (or run
at all), use a certain amount of memory, and don't take ages loading
from disk.
One would think that just writing a converter/importer would be enough,
but this is not all there is to it. The same way programmers iterate
several times over their code, artists keep making changes to their
assets. This generates some bottleneck, because *someone* has to keep
re-importing that artwork right? And importing assets is often something
that has to be agreed by both parties, as the programmer needs to decide
how the artwork is imported and the artists needs to see how it looks.
The goal to establishing an import process is that both can agree on how
the rules under which the assets are going to be imported the first
time, and the system will apply those rules automatically each time the
asset is re-imported.
Godot does not do the re-import process automatically, though. It gives
the team the option to do it at any time ( a red icon on the top right
of the screen, allows the ability to do it at any desired time).
Does it always work?
--------------------
The aim of the import system is that it works well enough for most
common cases and projects. What is there has been tested and seems to
cover most needs.
However, as mentioned before, this is on of the most difficult areas of
writing a game engine. It may happen often (specially on large projects,
ports, or projects with unusual requirement) that what is provided is
not enough. It's easy to say that the engine is open source and that the
programmer should make their own if they don't like what is there, but
that would be making a huge disservice to the users and not the right
attitude. Because of that, we made sure to provide as many tools and
helpers as possible to support a custom import process, for example:
- Access to the internals of almost all data structures is provided to
the scripting and C++ API, as well as saving and loading in all
supported file formats.
- Some importers (like the 3D asset importer) support scripts to modify
the data being imported.
- Support for creating custom import plugins is also provided, even for
replacing the existing ones.
- If all else fails, Godot supports for adding custom resource loaders,
to load data in alternative formats, without intermediate conversion.
Both the import system and the custom tools provided will improve over
time as more use cases are revealed to us.
Importing assets
----------------
Source asset location
~~~~~~~~~~~~~~~~~~~~~
To begin, it is a good idea to define where the original assets created
by the artists (before they are imported) will be located. Normally,
Godot does not mind much about the location, but if the project has
several developers, it is a good idea to understand the simple rule for
it to work for everyone.
First of all, it would be really good for this location to **not** be
inside the project path (where engine.cfg is located, or any
sub-folder). Godot expects regular resources in there, and may consider
many of the files used as source art as regular resources. This would
lead to it bundling all of them when the project is exported, something
which is undesired.
Now that it is clear that this location must be outside the project
folder, the rule that Godot uses to reference external assets can be
explained. When an asset is imported, the engine stores a relative path
from the project path to the asset (In windows, this works as long as
they are on the same drive, otherwise an absolute path is stored). This
ensures that the same asset can be re-imported in another computer.
The usual approach to this, when using a VCS such as Subversion,
Perforce or GIT, is to create the project in a subfolder, so both it and
the source assets can be commited to a same repository. For example:
Repository layout:
::
source_assets/sfx/explosion.wav
source_assets/sfx/crash.wav
source_assets/fonts/myfont.ttf
source_assets/translation/strings.csv
source_assets/art/niceart.psd
game/engine.cfg
In the above example, artists, musican, translators, etc. can work in
the source\_assets/ folder, then import the assets to the game/ folder.
When the repository is updated, anyone can re-import the assets if they
changed.
Import dialogs
~~~~~~~~~~~~~~
Godot provides for importing several types of assets, all of them can be
accessed from the import dialog:
.. image:: /img/import.png
Each of the dialog shares a similar function, a source file (or several
of them) must be provided, as well as a target destination inside the
project folders. Once imported, Godot saves this information as metadata
in the imported asset itself.
.. image:: /img/importdialogs.png
More information about each specific type of asset can be found in
specific sections, such as `Importing Textures <import_textures>`__.
Tracking changes and re-importing
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Godot tracks changes in the source assets constantly. If at least one
asset has been found to be modified (md5 is different than when it was
imported), a small red indicator will appear in the top right corner of
the screen.
.. image:: /img/changes.png
From that moment onward, the user can choose to re-import at any given
time by clicking on the red-icon. When this action is done, a dialog
will pop-up showing which resources can be re-imported (all selected
by default).
Accepting that dialog will immediately re-import the resources and
will update any of them currently in use in the editor (like a
texture, model or audio file).
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.. image:: /img/changed.png
Manually re-importing
~~~~~~~~~~~~~~~~~~~~~
The re-import process is automatic, but it may be desired at some point
to change the settings of an already imported file, so it can be
re-imported differently. For this, the Import Settings window is
provided.
.. image:: /img/isettings.png
This screen allows the user to re-open the corresponding import-window
to re-import that asset again, with the ability to change any of the
settings.
.. image:: /img/reimported.png