Quick answer: Project → Project Settings → Importer Defaults → Texture → set Detect 3D = Disabled and Compress Mode to your target. Drop assets in batches of 50 if importing thousands. Use VRAM Compressed for 3D textures, Lossless for pixel art.
Drop a folder of 500 textures into your project. Editor freezes. Save, restart, repeat. The import system processes each texture synchronously and Detect 3D adds a heuristic step you usually don’t need.
The Symptom
Editor unresponsive for minutes after adding a batch of textures. Progress dialog may show or may just hang. CPU pegs on godot.exe. Eventually completes; or you ALT-F4 and reload.
What Causes This
Per-texture import work scales with size and settings:
- Mipmap generation: O(N log N) on pixel count.
- Detect 3D scan: opens the file twice, scans for 3D usage.
- Compression: BC7/ETC2 encoding can be slow on large textures.
Multiplied by 500 textures, this is several minutes of synchronous work.
The Fix
Step 1: Set sane defaults before mass-import. Project Settings → Import Defaults → Texture:
Detect 3D: Disabled # skip the heuristic
Compress / Mode: VRAM Compressed (3D) | Lossless (2D)
Mipmaps: On for 3D, Off for pixel-art UI
Filter: Linear (3D), Nearest (pixel art)
Step 2: Drop in batches. Limit each drag-drop to ~50 textures. The editor recovers UI between batches and you avoid losing the whole import on a crash.
Step 3: Use Reimport with selection. If you change defaults later, FileSystem → right-click folder → Reimport. Confirms the new settings on every contained asset.
Per-Asset Override
For one specific texture that needs different settings, click the asset, switch to Import dock, change settings, click Reimport. The .import file records the override per-asset.
Pixel Art Settings
For pixel art:
Compress Mode: Lossless
Mipmaps: Off # mipmaps blur pixel art at distance
Filter: Nearest
HDR: Off
Process / Premult Alpha: Off
Saves space, preserves crispness, skips wasted work.
Verifying
Drop a folder of 100 textures into a fresh project with Detect 3D off. Should complete in seconds, not minutes. Compare to the same drop with Detect 3D on; the difference is dramatic.
“Detect 3D off. Sane defaults. Drop in batches. Editor stays responsive.”
Related Issues
For Godot resource not found, see resource load. For mobile particles flicker, see mobile particles.
Defaults first. Batches second. Imports finish.