Version: 1.3.0
Godot Engine Compatibility: 4.4.0+
Author: Coding Creature
License: MIT
Code Repository: https://github.com/coding-creature-studio/godot-asset-iteration-helper
Follow on X: @CodingCreature
Overview
Asset Iteration Helper is a custom Godot import script designed to streamline the iterative workflow for 3D asset development. It enables modular asset updates, material preservation, and mesh reusability, making it easier to manage imported .glb
files across multiple scenes.
Ideal for developers working in teams or constantly refining 3D models.
Installation and Use
Option 1: Use as a Per-File Import Script
- Save the script file (
godot_asset_iteration_helper.gd
) inside your project folder. - In the Godot editor, select a
.glb
file from your FileSystem. - In the Import dock, scroll down to Import Script.
- Select your script (
godot_asset_iteration_helper.gd
) and reimport.
Option 2: Use as a Global Import Script
- Place the script in a globally accessible location (e.g.,
addons/asset_iteration_helper/
). - Open Project > Project Settings > Import Defaults.
- Under Scene Import Settings, assign the script to the Import Script field.
- All future
.glb
imports will now use the helper automatically.
Main Features
Feature | Description |
---|---|
Mesh Extraction | Saves each mesh from a .glb as a standalone .res file using the format: file_name_mesh_name.res . |
Collision Export | Collision shapes are exported as separate .res files: file_name_mesh_name_collision.res . |
Persistent References | .glb files reference the generated .res files, ensuring updates are preserved even across scenes or local instances. |
Material Override Preservation | If a scene uses a mesh with a different material override, that override is retained after re-import. |
Material Separation | Original materials are also saved as separate .material files for easier management. |
Import Structure
robot.glb
robot_head.res
robot_head_collision.res
robot_body.res
robot_body_collision.res
robot_metal_material.material
robot_lights_material.material
Changelog
v1.3.0 (September 2025)
- The addon is now under the MIT license to make it more compatible with a bigger number of projects.
- Meshes and collision shapes are now saved as .res files for better performance
- Materials are save as .material files for better performance
- Added the always_use_mesh_suffix configuration variable
v1.2.0 (August 2025)
- Existing materials are not overwritten by default (can be changed in the config variables)
- Minor fixes regarding naming files
v1.1.0 (August 2025)
- First release version
License
This addon is licensed under the MIT license. You may use, modify, and redistribute this addon however you see fit.
Learn more: www.mit.edu/~amini/LICENSE.md
Stay Connected
- 💻 Gumroad: codingcreature.gumroad.com
- 🐦 X (Twitter): @CodingCreature