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authorAaron Franke <arnfranke@yahoo.com>2020-07-05 20:55:43 -0400
committerAaron Franke <arnfranke@yahoo.com>2020-09-28 05:23:45 -0400
commit5fbcd8f9dffe3f505dbda17e52b5bc0339188e94 (patch)
tree8883081eff05073806729519eeec8751c484d237 /doc/classes
parent64d3827b19851e71b61ae144828e0ea8f37b6615 (diff)
Rename the ".import" folder to ".godot/imported"
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/EditorImportPlugin.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index b290557336..2a7f27ef55 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin].
- EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory.
+ EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory.
Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
[codeblock]
tool
@@ -136,7 +136,7 @@
<return type="String">
</return>
<description>
- Gets the extension used to save this resource in the [code].import[/code] directory.
+ Gets the extension used to save this resource in the [code].godot/imported[/code] directory.
</description>
</method>
<method name="get_visible_name" qualifiers="virtual">