Scene Files vs Direct GLB
TODO: collapasable, copyable, download, etc
I'm learning Godot and a sample project, I see they import .glb files into models folder and then make scene files for each of those and then put instances of the scene files into the main scene. Why do they do that, instead of just putting the .glb files directly into the main scene?In Godot, the practice of importing .glb
files into a models folder, creating scene files for each model, and then instancing these scene files in the main scene is considered good practice for several reasons:
Separation of Concerns: By creating separate scene files for each model, you maintain a clean separation between the raw 3D model data and the game logic or scene composition. This makes it easier to manage and modify the game components individually.
Reusability: Scene files allow for easy reuse of models across different parts of the game. You can instance the same scene multiple times without duplicating the
.glb
file, which saves memory and keeps the project organized.Modularity: Each scene file can encapsulate not just the 3D model but also its behaviors, animations, and any additional nodes or scripts that might be necessary. This modularity makes it easier to manage complex objects.
Easier Updates: If you need to update a model, you can simply re-import the
.glb
file and the changes will automatically propagate to all instances of the scene file. This reduces the risk of inconsistencies and simplifies the update process.Performance: Using instances of scene files can improve performance. Godot's instancing system is optimized for handling multiple copies of the same object, which can reduce the overall computational load compared to having many unique objects.
Hierarchy and Organization: Having a clear hierarchy and organization within the project files helps maintain a clean workflow, especially in larger projects. It makes it easier to find, debug, and manage assets and scenes.
Scene-Specific Customizations: Scene files can have scene-specific customizations like scripts, animations, and additional nodes that are specific to that scene. This level of customization is more difficult to achieve when directly using
.glb
files in the main scene.
Overall, this approach aligns with the principles of good software engineering, promoting modularity, reusability, maintainability, and performance optimization.
If I have thousands of .glb files, can I automatically create one scene per?Yes, you can automatically create a scene for each .glb
file using a script in Godot. Here's a step-by-step guide on how to do it:
Create a New Script: You can create a new script that will handle the creation of scene files from your
.glb
files.Script to Create Scenes: Below is an example script that automates the creation of scene files for each
.glb
file in a specified directory.
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
if not Directory.new().dir_exists(output_dir):
Directory.new().make_dir(output_dir)
var dir = Directory.new()
if dir.open(glb_dir) == OK:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.extension() == "glb":
create_scene_from_glb(glb_dir + file_name, output_dir)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("Failed to open directory: ", glb_dir)
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
var file = File.new()
if file.open(scene_path, File.WRITE) == OK:
file.store_var(packed_scene)
file.close()
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
- Run the Script: To execute the script, go to the Godot editor and open the Script Editor. Attach the script to an
EditorScript
node or simply run it as anEditorScript
. Make sure to adjust theglb_dir
andoutput_dir
paths to match the directories in your project.
This script will iterate through all .glb
files in the specified directory, create a scene for each file, and save it in the specified output directory. Each scene will be named after the corresponding .glb
file.
Note: This script assumes the use of Godot 3.x. If you are using Godot 4.x, some adjustments might be necessary due to API changes.What are the most common folders to have in a Godot project. Please name and describe them in a listIn a Godot project, it is common to organize your assets and resources into specific folders to maintain a clean and manageable structure. Here are the most common folders and their descriptions:
Scenes:
- Description: Contains all the scene files (
.tscn
or.scn
) of your project. - Example:
res://scenes/
- Usage: This is where you organize different scenes of your game, such as levels, menus, and UI elements.
- Description: Contains all the scene files (
Scripts:
- Description: Holds all the script files (
.gd
,.cs
, etc.). - Example:
res://scripts/
- Usage: Contains the game logic and functionality scripts.
- Description: Holds all the script files (
Models:
- Description: Stores 3D model files (
.glb
,.obj
,.dae
, etc.). - Example:
res://models/
- Usage: Keeps all 3D assets used in the project.
- Description: Stores 3D model files (
Textures:
- Description: Contains texture and image files (
.png
,.jpg
,.tga
, etc.). - Example:
res://textures/
- Usage: Stores images used for textures, sprites, and UI elements.
- Description: Contains texture and image files (
Materials:
- Description: Holds material files (
.tres
,.material
). - Example:
res://materials/
- Usage: Contains materials applied to 3D models and other objects.
- Description: Holds material files (
Audio:
- Description: Contains audio files (
.wav
,.mp3
,.ogg
). - Example:
res://audio/
- Usage: Stores sound effects, music tracks, and other audio assets.
- Description: Contains audio files (
UI:
- Description: Stores user interface elements and resources.
- Example:
res://ui/
- Usage: Contains UI scenes, scripts, textures, and other related assets.
Animations:
- Description: Holds animation resources and files (
.anim
,.tres
). - Example:
res://animations/
- Usage: Stores animations for characters, objects, and UI elements.
- Description: Holds animation resources and files (
Shaders:
- Description: Contains shader files (
.gdshader
,.shader
). - Example:
res://shaders/
- Usage: Stores custom shader code for various graphical effects.
- Description: Contains shader files (
Fonts:
- Description: Holds font files (
.ttf
,.fnt
). - Example:
res://fonts/
- Usage: Contains fonts used in the UI and other text elements.
- Description: Holds font files (
Plugins:
- Description: Stores custom plugins and addons.
- Example:
res://plugins/
- Usage: Contains plugins that extend the functionality of the Godot editor or runtime.
Assets:
- Description: A general folder for miscellaneous assets not fitting other categories.
- Example:
res://assets/
- Usage: Contains various assets like icons, particle systems, etc.
Resources:
- Description: Holds various resource files (
.tres
,.res
). - Example:
res://resources/
- Usage: Stores reusable resources like configurations, constants, and other data.
- Description: Holds various resource files (
Libraries:
- Description: Contains third-party libraries and modules.
- Example:
res://libraries/
- Usage: Stores external code libraries that are used in the project.
By organizing your project with these folders, you can maintain a clear structure that makes it easier to manage assets, navigate the project, and collaborate with others.ine 8:Identifier "Directory" not declared in the current scope. Did you mean to use "DirAccess"?
Line 9:Identifier "Directory" not declared in the current scope. Did you mean to use "DirAccess"?
Line 11:Identifier "Directory" not declared in the current scope. Did you mean to use "DirAccess"?
Line 38:Identifier "File" not declared in the current scope.
Line 39:Identifier "File" not declared in the current scope.It looks like the script needs to be updated to use the correct Godot 4.x API. In Godot 4.x, the Directory
class has been replaced by DirAccess
, and the File
class remains the same but with some slight differences in usage. Here is the corrected script for Godot 4.x:
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
var dir = DirAccess.open(output_dir)
if not dir:
DirAccess.make_dir_recursive(output_dir)
dir = DirAccess.open(glb_dir)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.extension() == "glb":
create_scene_from_glb(glb_dir + file_name, output_dir)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("Failed to open directory: ", glb_dir)
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
var file = FileAccess.open(scene_path, FileAccess.WRITE)
if file:
file.store_var(packed_scene)
file.close()
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
Key changes include:
- Replacing
Directory
withDirAccess
. - Using
DirAccess.open
instead ofDirectory.new()
. - Checking if the directory exists with
DirAccess.open
. - Using
FileAccess
instead ofFile
.
This script should work in Godot 4.x, creating scene files from .glb
files automatically. Make sure to adjust the paths as needed for your specific project.Line 10:Cannot call non-static function "make_dir_recursive()" on the class "DirAccess" directly. Make an instance instead.To address the error and correctly create directories in Godot 4.x, you need to use an instance of DirAccess
. Here's the revised script:
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
var dir = DirAccess.open(output_dir)
if not dir:
var output_dir_access = DirAccess.create_for_path(output_dir)
output_dir_access.make_dir_recursive(output_dir)
dir = DirAccess.open(glb_dir)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.extension() == "glb":
create_scene_from_glb(glb_dir + file_name, output_dir)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("Failed to open directory: ", glb_dir)
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
var file = FileAccess.open(scene_path, FileAccess.WRITE)
if file:
file.store_var(packed_scene)
file.close()
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
Key changes include:
- Using
DirAccess.create_for_path
to create an instance for directory creation. - Calling
make_dir_recursive
on theoutput_dir_access
instance.
This should resolve the issue and allow the script to correctly create the necessary directories and scene files.Line 10:Static function "create_for_path()" not found in base "GDScriptNativeClass".It looks like there's been a misunderstanding regarding the Godot 4.x API. Let's correct the approach to creating directories. Here's the updated script:
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
var dir = DirAccess.open(output_dir)
if not dir:
dir = DirAccess.create(DirAccess.Access.RESOURCES)
if not dir:
print("Failed to create DirAccess instance.")
return
dir.make_dir_recursive(output_dir)
dir = DirAccess.open(glb_dir)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.extension() == "glb":
create_scene_from_glb(glb_dir + file_name, output_dir)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("Failed to open directory: ", glb_dir)
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
var file = FileAccess.open(scene_path, FileAccess.WRITE)
if file:
file.store_var(packed_scene)
file.close()
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
Key changes include:
- Using
DirAccess.create
with the appropriate access mode (DirAccess.Access.RESOURCES
). - Ensuring
DirAccess
is correctly instantiated before callingmake_dir_recursive
.
This should correctly handle the creation of directories and files in Godot 4.x.Line 10:Cannot find member "Access" in base "DirAccess". Line 10:Static function "create()" not found in base "GDScriptNativeClass".It seems there were some misunderstandings regarding the Godot 4.x API changes. Let's simplify and correct the script for creating directories and handling files. Here’s the updated script:
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
if not DirAccess.exists(output_dir):
var dir = DirAccess.open("res://")
if dir:
dir.make_dir_recursive(output_dir)
var dir = DirAccess.open(glb_dir)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.extension() == "glb":
create_scene_from_glb(glb_dir + "/" + file_name, output_dir)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("Failed to open directory: ", glb_dir)
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + "/" + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
var file = FileAccess.open(scene_path, FileAccess.WRITE)
if file:
file.store_var(packed_scene)
file.close()
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
Key changes:
- Using
DirAccess.exists()
to check if a directory exists. - Using
DirAccess.open("res://")
to get the root directory access and create directories recursively. - Corrected path concatenation by adding slashes appropriately.
This should now work correctly in Godot 4.x for creating scene files from .glb
files and ensuring directories are created as needed.Line 8:Static function "exists()" not found in base "GDScriptNativeClass".It looks like I made a mistake regarding the DirAccess
API. There isn't a static exists
method in DirAccess
. Instead, you can use the instance method file_exists
to check for the existence of the directory by looking for a known file or by creating a helper function to check the directory. Here's the corrected script:
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
if not directory_exists(output_dir):
var dir = DirAccess.open("res://")
if dir:
dir.make_dir_recursive(output_dir)
dir = DirAccess.open(glb_dir)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.extension() == "glb":
create_scene_from_glb(glb_dir + "/" + file_name, output_dir)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("Failed to open directory: ", glb_dir)
func directory_exists(path: String) -> bool:
var dir = DirAccess.open(path)
if dir:
var err = dir.list_dir_begin(true, true) # Skip hidden files and special files
if err == OK:
dir.list_dir_end()
return true
return false
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + "/" + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
var file = FileAccess.open(scene_path, FileAccess.WRITE)
if file:
file.store_var(packed_scene)
file.close()
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
This script includes a helper function directory_exists
to check if a directory exists by attempting to open it and listing its contents. If the directory exists, it lists the contents and returns true
; otherwise, it returns false
. The main function then uses this helper function to check for the existence of the output_dir
and creates it if necessary.Can you read all of the feedback and errors and output a working Godot 4.x script?Certainly! Let's consolidate all the feedback and errors to produce a fully working Godot 4.x script. The script will ensure the necessary directories exist, iterate through .glb
files in a given directory, create a scene for each file, and save these scenes. Here’s the corrected script:
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
if not DirAccess.open("res://").dir_exists(output_dir):
var dir = DirAccess.open("res://")
if dir:
dir.make_dir_recursive(output_dir)
dir.close()
# Process each GLB file in the models directory
var dir = DirAccess.open(glb_dir)
if dir:
dir.list_dir_begin(skip_navigational=false, skip_hidden=true)
var file_name = dir.get_next()
while file_name != "":
if file_name.ends_with(".glb"):
create_scene_from_glb(glb_dir + "/" + file_name, output_dir)
file_name = dir.get_next()
dir.list_dir_end()
dir.close()
else:
print("Failed to open directory: ", glb_dir)
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + "/" + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
var file = FileAccess.open(scene_path, FileAccess.WRITE)
if file:
packed_scene.save_to_path(scene_path)
file.close()
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
Key Changes and Corrections:
- Directory Checking and Creation: Uses
DirAccess.open()
to check if directories exist and to create them if they do not. - GLB File Processing: Correctly uses
list_dir_begin()
and checks files usingends_with(".glb")
to ensure only GLB files are processed. - Scene Saving: Uses
PackedScene.save_to_path()
for saving the scene, ensuring that the path handling and file saving are correctly handled.
This script should work as expected in Godot 4.x, handling the creation of scenes from GLB models efficiently. Make sure to test it in your Godot environment to verify it integrates well with your project setup.Line 17:Assignment is not allowed inside an expression. Line 17:Assignment is not allowed inside an expression.It seems there was a mistake in the condition for opening and creating directories. Let’s fix that and simplify the directory handling with correct usage patterns. Here’s a corrected and cleaner version of the script:
extends EditorScript
func _run():
var glb_dir = "res://models/" # Directory containing the .glb files
var output_dir = "res://scenes/" # Directory where the scenes will be saved
# Ensure the output directory exists
var output_dir_access = DirAccess.open("res://")
if output_dir_access and not output_dir_access.dir_exists(output_dir):
output_dir_access.make_dir_recursive(output_dir)
output_dir_access.close()
# Process each GLB file in the models directory
var model_dir_access = DirAccess.open(glb_dir)
if model_dir_access:
model_dir_access.list_dir_begin(skip_navigational=false, skip_hidden=true)
var file_name = model_dir_access.get_next()
while file_name != "":
if file_name.ends_with(".glb"):
create_scene_from_glb(glb_dir + "/" + file_name, output_dir)
file_name = model_dir_access.get_next()
model_dir_access.list_dir_end()
model_dir_access.close()
else:
print("Failed to open directory: ", glb_dir)
func create_scene_from_glb(glb_file_path, output_dir):
var gltf = GLTFDocument.new()
var err = gltf.open(glb_file_path)
if err != OK:
print("Failed to open .glb file: ", glb_file_path)
return
var imported_scene = gltf.import_scene()
if imported_scene:
var scene_name = glb_file_path.get_file().get_basename() + ".tscn"
var scene_path = output_dir + "/" + scene_name
var packed_scene = PackedScene.new()
packed_scene.pack(imported_scene)
err = ResourceSaver.save(scene_path, packed_scene)
if err == OK:
print("Created scene: ", scene_path)
else:
print("Failed to save scene: ", scene_path)
else:
print("Failed to import scene from .glb file: ", glb_file_path)
Key Adjustments:
- Directory Management: Utilizes
DirAccess.open("res://")
to obtain directory access for the resource root and checks if the output directory exists usingdir_exists
. It also correctly closes theDirAccess
instance after use. - File Handling in Directories: Processes files within the models directory by iterating through them only if the directory access is successful. It checks for files ending with ".glb" to process them accordingly.
- Scene Saving: Uses
ResourceSaver.save()
to save the packed scenes directly, which is the proper method to save scenes and resources in Godot.
This version should now be functional without syntactic errors and appropriately manage directory and file operations in Godot 4.x.
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