EditorScenePostImport in Godot – Complete Guide

Customizing your game’s assets to fit into your unique game world is both a necessity and a creative challenge. Whether you’re a budding game developer or a seasoned programmer looking for ways to streamline your workflow, understanding how to modify scenes after importing them into Godot 4 can be a game-changer. In this tutorial, we’ll explore the power of the EditorScenePostImport class, a remarkable tool that can automate the process of tweaking imported scenes to match your specific needs.

What is EditorScenePostImport?

EditorScenePostImport is a class in Godot 4 designed to let you automate post-processing tasks on scenes that have been imported into your project. It leverages Godot’s scripting capabilities to allow developers to customize imported scenes via a tool script.

What is it for?

Importing a scene often requires additional adjustments to make sure it fits seamlessly into the rest of the game. Whether it is renaming nodes, adjusting materials, or applying custom scripts, EditorScenePostImport is for making these changes automatically, saving time and potential human error in the process.

Why should I learn it?

Mastering EditorScenePostImport is invaluable for streamlining your development process. It enables you to:

  • Automate repetitive tasks: Automatically apply changes to every imported scene without manual effort.
  • Ensure consistency: Maintain a consistent naming convention and settings across all game scenes.
  • Save time: Leveraging this tool effectively can significantly reduce the time spent on post-import adjustments, allowing you to focus on other aspects of game development.

With this knowledge under your belt, you’ll be able to speed up your workflow and ensure your scenes are always game-ready upon import.

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Creating a Custom EditorScenePostImport Script

Let’s start by writing a basic EditorScenePostImport script. It will inherit from the EditorImportPlugin class, allowing us to define what changes we want to apply after the import.

extends EditorImportPlugin

func post_import(_scene):
    # This method will be called for every imported scene.

We can then add our custom logic within the post_import method. For example, let’s say we want to rename a root node to “MainCharacter” whenever we import a scene:

func post_import(scene):
    if scene and scene.has_node("old_node_name"):
        var node = scene.get_node("old_node_name")
        node.name = "MainCharacter"

Adjusting Nodes and Properties

To demonstrate further capabilities, let’s look at how to adjust various properties of nodes within the scene. For instance, if we want to set the transformations of a node to zero, which may be common for objects you want to start in an origin position, our code would look something like this:

func post_import(scene):
    if scene and scene.has_node("NodeName"):
        var node = scene.get_node("NodeName")
        node.transform = Transform.IDENTITY

Suppose we want to attach a custom script to certain nodes upon import. Here’s how you would do it:

func post_import(scene):
    if scene and scene.has_node("Enemy"):
        var enemy_node = scene.get_node("Enemy")
        enemy_node.script = preload("res://path_to_your_script.gd")

If the intention is to adjust properties across multiple nodes, we can iterate through children of a node and edit them. Here’s an example to make all children of a named node invisible:

func post_import(scene):
    if scene and scene.has_node("Enemies"):
        var enemies_node = scene.get_node("Enemies")
        for child in enemies_node.get_children():
            child.visible = false

Editing Materials and Meshes

When working with imported 3D scenes, you might need to tweak materials or mesh instances. Let’s say we want to change the albedo color of all materials:

func post_import(scene):
    for node in scene.get_tree().get_nodes_in_group("Materials"):
        if node is MeshInstance and node.get_surface_material(0) is SpatialMaterial:
            var mat = node.get_surface_material(0) as SpatialMaterial
            mat.albedo_color = Color.red

Similarly, you may need to change properties of a mesh instance, such as its cast_shadow mode:

func post_import(scene):
    var mesh_nodes = scene.get_tree().get_nodes_in_group("Meshes")
    for mesh_instance in mesh_nodes:
        if mesh_instance is MeshInstance:
            mesh_instance.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_OFF

With these examples, you’ve started to see the power of EditorScenePostImport to tailor imported scenes automatically to your specific needs. Experiment with different properties and node types to make the most of this powerful feature!

Now that we’ve covered some foundational examples of how to use EditorScenePostImport, let’s delve into more complex modifications you can make to your imported scenes.

If you’re working with animations and need to set up loop properties or rename animation tracks, the following code snippets can come in handy:

func post_import(scene):
    if scene and scene.has_node("AnimatedCharacter"):
        var animated_node = scene.get_node("AnimatedCharacter")
        if animated_node is AnimationPlayer:
            var animation_player = animated_node as AnimationPlayer
            for anim_name in animation_player.get_animation_list():
                var animation = animation_player.get_animation(anim_name)
                animation.loop = true  # Set all animations to loop

Let’s adjust the renaming of animation tracks for consistency:

func post_import(scene):
    if scene and scene.has_node("AnimatedCharacter/AnimationPlayer"):
        var animation_player = scene.get_node("AnimatedCharacter/AnimationPlayer")
        var animation = animation_player.get_animation("walk")
        animation.rename_track(animation.find_track("Bip001_Pelvis"), "Root")

For projects where specific nodes should have scripts attached, or certain signals connected after being imported, this might be how your script looks:

func post_import(scene):
    if scene and scene.has_node("InteractiveObject"):
        var interactive_node = scene.get_node("InteractiveObject")
        interactive_node.script = preload("res://scripts/InteractiveScript.gd")
        interactive_node.connect("mouse_entered", interactive_node, "_on_mouse_entered")

When adjusting lighting settings for a consistent look across your game scenes, we can modify light nodes like this:

func post_import(scene):
    for node in scene.get_tree().get_nodes_in_group("Lights"):
        if node is DirectionalLight:
            var light = node as DirectionalLight
            light.shadow_enabled = true
            light.energy = 0.8  # adjust the brightness to a lower value

Editing camera properties is also possible to ensure the camera behaves correctly when the scene is loaded. The following snippet sets all cameras to a fixed process mode:

func post_import(scene):
    var camera_nodes = scene.get_tree().get_nodes_in_group("Cameras")
    for camera in camera_nodes:
        if camera is Camera:
            camera.current = false
            camera.process_mode = Camera.PROCESS_MODE_FIXED

For scenes that need physics bodies to have a certain collision layer or mask, you could apply settings as follows:

func post_import(scene):
    var physics_nodes = scene.get_tree().get_nodes_in_group("PhysicsBodies")
    for body in physics_nodes:
        if body is CollisionObject:
            body.collision_layer = 1
            body.collision_mask = 1

Finally, you might want to ensure that all textures in your scene are set to have a certain filter mode:

func post_import(scene):
    var texture_nodes = scene.get_tree().get_nodes_in_group("Textures")
    for node in texture_nodes:
        if node is MeshInstance:
            for i in range(node.get_surface_material_count()):
                var mat = node.get_surface_material(i)
                if mat is SpatialMaterial:
                    var albedo_tex = mat.albedo_texture
                    if albedo_tex and albedo_tex is ImageTexture:
                        albedo_tex.flags &= ~Texture.FLAG_FILTER

Through these additional examples, it’s apparent that the EditorScenePostImport class offers a vast array of possibilities for automating scene customization in Godot 4. It’s a tool that not only saves time but also allows for a level of precision and consistency in game development that manual editing can’t quite match. As you become more familiar with these methods, you’ll find that you can significantly streamline your asset integration pipeline, leaving more room for creativity and design in your project.

Let’s extend our knowledge of EditorScenePostImport by diving into some more practical examples that can be applied in various game development scenarios.

If you’re aiming to optimize performance by adjusting the level of detail (LOD) settings for your 3D models, consider this script:

func post_import(scene):
    var mesh_nodes = scene.get_tree().get_nodes_in_group("LOD_Meshes")
    for mesh_instance in mesh_nodes:
        if mesh_instance is MeshInstance:
            mesh_instance.set("lod_min_distance", 5)
            mesh_instance.set("lod_max_distance", 20)

To batch assign navigation mesh instances to a dedicated navigation layer, you can use the following approach:

func post_import(scene):
    var navmesh_nodes = scene.get_tree().get_nodes_in_group("NavMeshes")
    for navmesh_instance in navmesh_nodes:
        if navmesh_instance is NavigationMeshInstance:
            navmesh_instance.navigation_layer = 1

Audio in games is crucial, and setting up audio buses for imported scenes is another task that can be automated:

func post_import(scene):
    var audio_nodes = scene.get_tree().get_nodes_in_group("AudioSources")
    for audio_source in audio_nodes:
        if audio_source is AudioStreamPlayer3D:
            audio_source.bus = "Master"  # Assigning all 3D audio players to the Master audio bus

For developers dealing with imported particle systems that require uniform settings, this snippet helps to configure all ParticleSystem nodes:

func post_import(scene):
    var particle_nodes = scene.get_tree().get_nodes_in_group("ParticleSystems")
    for particle_system in particle_nodes:
        if particle_system is Particles or particle_system is Particles2D:
            particle_system.emitting = false  # Stop all particles from emitting by default
            particle_system.one_shot = true   # Set particles to emit only once

It’s not uncommon to have to deal with visibility layers for 3D objects, especially in complex scenes. Here is how you could automate the setup:

func post_import(scene):
    var visual_nodes = scene.get_tree().get_nodes_in_group("Visuals")
    for visual_instance in visual_nodes:
        if visual_instance is VisualInstance:
            visual_instance.layers = 1    # Setting all visual instances to be on layer 1

When importing scenes that contain multiple instances of the same prefab or node, you may want to ensure each instance has a unique property, such as a randomized scale or position:

func post_import(scene):
    var instance_nodes = scene.get_tree().get_nodes_in_group("Instances")
    for instance in instance_nodes:
        instance.set("scale", Vector3(randf(), randf(), randf()))  # Randomize scale

Lastly, ensuring that exported variables on nodes are set to the correct default value is critical for behavior consistency:

func post_import(scene):
    var nodes_with_exports = scene.get_tree().get_nodes_in_group("ExportVars")
    for node in nodes_with_exports:
        node.set("health", 100)  # Setting the default 'health' export variable to 100

Through these advanced examples, we can see the EditorScenePostImport tool provides a powerful and efficient way to manage scene customization and optimization. By automating these tasks, game developers can ensure that every imported scene conforms to their game’s standards, reduces manual errors, and dramatically cuts down on development time. This allows developers to keep their focus on the creative and iterative process of game development, knowing that their imported assets will consistently meet their project’s needs without additional manual adjustment.

Continuing Your Game Development Journey

Embarking on the path to mastering Godot 4 and game development is an exciting journey, and with the skills you’ve picked up in this tutorial, you’re well on your way. To further sharpen your abilities and to dive deeper into advanced topics, we invite you to explore our Godot Game Development Mini-Degree. This program is crafted to help guide you through the next steps, whether you’re just starting out or looking to enhance your existing skillset.

With a wide range of topics covering everything from 2D and 3D game creation to GDScript and various game mechanics, our courses are designed to provide you with hands-on experience. As you progress through the Mini-Degree, you’ll build a portfolio of real projects, demonstrating your proficiency and boosting your career prospects in the world of game development. Don’t stop here; continue learning and growing with Zenva.

If you’re looking for an even broader collection of Godot tutorials, check out all of our Godot courses. From beginner to professional, we’ve got you covered, allowing you to learn at your own pace with high-quality content. Keep leveling up your skills and soon you’ll be crafting the immersive game worlds that players love. We’re here to help you through every step of your development journey.


Automating scene imports with Godot 4’s EditorScenePostImport class is more than just a time-saver; it’s a gateway to consistency, efficiency, and quality in game development. By harnessing the power of automation, you’ve unlocked the potential for more creative freedom and a smoother development cycle. Remember, every small step in optimization compounds into significant strides towards creating an exceptional gaming experience that stands out in the ever-growing world of game development.

As you continue to innovate and bring your visionary worlds to life, remember that Zenva is here as your educational partner. Our Godot Game Development Mini-Degree is the perfect next step to deepen your expertise and keep you on the cutting edge. Stay curious, keep learning, and transform your passion into remarkable games that resonate with your audience. Together, let’s shape the future of gaming!

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