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Import custom glTF properties as node metadata #8271

@CarpenterBlue

Description

@CarpenterBlue

Describe the project you are working on

Game with lot of shooting that requires lot of level iteration.
Constantly switching between engine and the 3D software produces lot of issues during the development.

Describe the problem or limitation you are having in your project

The custom properties seem to be completely ignored on import which makes achieving workflow like this:
https://youtu.be/HGbuLGH0GWs?si=Hub_eiUloGIcYgmZ&t=1073
Significantly harder.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

The custom properties would be written on import to the metadata.
From there, user can easily decide what to do with them in the post_import script.
For example material could have metadata included as "StepSound" : "grass"

They are already bundled in the GLTF file when exported from 3D software.
image

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

These can already be assigned in Blender or other 3D modeling software of choice.
image
Ideally they would be assignable during import too.
image
In Godot, user could then work with them in post_import script or even in the running game.
image

If this enhancement will not be used often, can it be worked around with a few lines of script?

I think it would make building workflows and pipelines significantly easier.

Is there a reason why this should be core and not an add-on in the asset library?

QOL change that seems like missing functionality if anything. most of the logic is already in the engine.

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