Resource Import
Godot must import resources before a project can run. This generates C# script .uid files, processes assets, and builds the .godot/ cache. Without it, the engine reports missing UIDs. 2dog handles the import automatically during build.
Automatic import (MSBuild)
Any project that sets <GodotProjectDir> and references 2dog.engine gets an incremental import after Build:
- Changed project files trigger an import. Otherwise, a shared stamp in
<project>/.godot/marks the project up to date. .gdignoredirectories are not tracked, so editing a nested 2dog host does not trigger an import. UseTwoDogImportExcludesfor more exclusions.- No installed Godot editor is required. A helper process uses the editor-variant libgodot from
2dog.<rid>.editor.
Properties
| Property | Default | Description |
|---|---|---|
TwoDogAutoImport | true | Set false to disable the automatic import. |
TwoDogRequireImport | false | Set true to fail the build when no import capability is available (instead of a warning). |
TwoDogForceImport | false | Set true to force the import to run even when up-to-date. Also covers staleness the file tracking cannot see (deleted assets). |
TwoDogImportStampFile | <project>/.godot/2dog.import.stamp | Override the stamp file location. |
TwoDogImportExcludes | - | Extra semicolon-separated glob excludes for the import inputs (directories with a .gdignore are always excluded). |
GodotEditor | - | Path to an external Godot editor binary. When set (or the GODOT_EDITOR environment variable is set), it is used instead of the in-process helper. |
When neither the helper payload nor an external editor can be resolved, the build warns and skips the import. Set TwoDogRequireImport to fail instead. Deleting .godot/ forces a full import on the next build.
The import helper (twodog.import)
2dog.engine includes tools/net10.0/2dog.import.dll, which MSBuild runs in a separate process. A .godot/2dog.import.lock serializes concurrent imports of the same project.
INFO
Template builds (template_debug, template_release) cannot import; the pipeline requires the editor variant (TOOLS_ENABLED).
Troubleshooting
Warning: no import capability was found
The editor libgodot (2dog.<rid>.editor), helper, or GodotTools assemblies (2dog.tools) could not be resolved. Restore 2dog.engine, which depends on all three, or set <GodotEditor> to an external editor binary.
GodotTools.dll not found
The bundled import needs the GodotTools assemblies from 2dog.tools. Restore 2dog.engine normally, or configure an external editor with <GodotEditor> or GODOT_EDITOR.
No .uid files generated
Check for the TwoDog: Imported Godot project build message and confirm an editor libgodot or editor binary was used. Template builds cannot import.