Post process scenes after import Imported scenes can be automatically modified right after import by setting their [i]Custom Script[/i] Import property to a [code]tool[/code] script that inherits from this class. The [method post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example: [codeblock] tool # needed so it runs in editor extends EditorScenePostImport # This sample changes all node names # Called right after the scene is imported and gets the root node func post_import(scene): # change all node names to "modified_[oldnodename]" iterate(scene) return scene # remember to return the imported scene func iterate(node): if node != null: node.name = "modified_" + node.name for child in node.get_children(): iterate(child) [/codeblock] https://docs.godotengine.org/en/3.1/getting_started/workflow/assets/importing_scenes.html#custom-script Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]). Returns the resource folder the imported scene file is located in. Gets called after the scene got imported and has to return the modified version of the scene.