PNG import questions for Godot 3.0

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:bust_in_silhouette: Asked By avencherus

I had a couple questions about the new importing in Godot 3.0. It isn’t entirely clear, and is a bit of a black box to me at the moment.

I understand that if you include some files into any directory the editor is going to create an .import folder to handle all this, but beyond that I’m not sure what it is going to do when the project is exported. So what I’m wondering:

  1. With PNGs, when you build a project does it discard all the PNGs and create and use textures using the options they were given?

  2. If that may be the case, what happens if a script would preload("res://image.png")? Will these lines of script get parsed and directed at some imported texture? Or does the PNG file have to be included?

  3. If preloading textures as PNG makes them a part of the final build, how does one get around this?

:bust_in_silhouette: Reply From: BraindeadBZH

From what I understand from the import system is the following:

  1. Godot only use the file in the .import folder, not sure if original PNGs are exported with the project

  2. I think this transparent, basically res://image.png is just an alias for the resource

  3. I don’t think this is something you should be concerned, as said before, the importing process is transparent to the developer.