Table of Contents
Implementing Asset Selection in Godot’s Editor
Understanding Godot’s File System
Godot Engine uses a Virtual File System (VFS) where resources such as scripts, textures, and materials are accessed using a path structure. To implement a feature that selects all assets within a folder, we need to interact with this file system programmatically.
Creating a Custom Editor Plugin
Leverage Godot’s capability to create EditorPlugin
scripts for extending the editor’s functionalities.
Play and win now!
tool
extends EditorPlugin
func _enter_tree():
var button = Button.new()
button.text = "Select All Assets"
button.connect("pressed", self, "_on_select_all_assets_pressed")
add_control_to_container(CONTAINER_TOOLBAR, button)
func _on_select_all_assets_pressed():
var dir_path = "res://folder_name/"
var dir = Directory.new()
if dir.open(dir_path) == OK:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if not dir.current_is_dir():
_select_asset(dir_path + file_name)
file_name = dir.get_next()
dir.list_dir_end()
Asset Selection Implementation
The function _select_asset
is used to mark each asset in the folder as selected in the editor. You would typically use this method to integrate with the Inspector or any custom property panels.
func _select_asset(asset_path):
var resource = ResourceLoader.load(asset_path)
# Dependent on what you want to do with the selected resources
get_editor_interface().inspect_object(resource)
Enhancing Usability with UI
- UI Integration: The button can be integrated into the editor’s toolbar or custom panels for easier access.
- Batch Processing: Consider additional functionalities such as batch modifying properties or tagging assets.
Conclusion
By creating a custom plugin, you can enhance the Godot Editor’s functionality to handle asset management more efficiently. This approach embraces the flexibility provided by the Godot engine, enabling script integration and UI enhancements comprehensively.