#Manipulate scenes and resources at export-time
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wdym by export?
there's project export and exported variables
in either case.
for exported variables you could look into tool scripts
with a modified get_property_list function
it allows you to manipulate the scene based on changes made in the inspector
if you mean exported projects. you can use if statements using OS.is_debug_build
to only run parts of the code if you are in a debug build or an exported build.
and i guess you can pair that with the resource saver to write changes for the scenes. that's about as much as i can help
You should be able to create an export plugin to do this:
https://docs.godotengine.org/en/stable/classes/class_editorexportplugin.html
Inherits: RefCounted< Object A script that is executed when exporting the project. Description: EditorExportPlugin s are automatically invoked whenever the user exports the project. Their most comm...
Ohhh
Ok ill take a look at thag
That*