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You can do all that and more by writing your own simple EditorImportPlugin that postprocesses your import and converts whatever markup or naming you are using to whatever you want. https://docs.godotengine.org/en/stable/classes/class_editorimportplugin.html All the hardcoded import suffix mumbo jumbo is mostly old Godot legacy stuff before it had lots of ways to write those simple custom importers. |
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Currently setting up the position of navigation links is pretty tedious, I imagine its because its a new feature. But I've been using the suffixes in blender and finding them super convenient. It would be really helpful to have like a -navLinkStart and -navLinkEnd suffix. So that it would create a navLink with the name before the suffix, and set the start and end positions as the location of those meshes.
This work flow also makes a lot of since to me, since I already import the navmesh from blender and collider from for my scenes from blender. Taking care of navLinks at the same time seems logical.
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