Material Deduplication from Bulk Imported GLB Assets? Auto-assign use-external?

Godot Version

4.4.x

Question

I’ve got an asset pack that I picked up on the Fab store and bulk-exported as GLB. Upon import into Godot, things are almost completely functional. The materials are packed for all objects in the set, but each is imported as a different texture set, despite being identical.

I know I could copy these texture files, make a new material, and then go through each item and set the texture to ‘use external’ on import and assign it, but I’m wondering if there’s perhaps a more elegant way to handle this for a few hundred objects? Maybe a plugin that I just haven’t seen on searches?

You can write a EditorScenePostImport script to do whatever you need when importing the glb files.

1 Like

That’s a good potential solution. Thank you for the link! Having a bit of trouble figuring out how to throw variables into the import script, but it’s a great start. Cheers.