State of Interoperability between Godot and Blender

Well then there’s something i’m missing, because it doesn’t work for me.
I’m on godot 4.4.1 and on blender 4.4.0.
I run this

func _post_import(scene:Node)->Node:
 # Get the root node's name for processing.
	var root_node: String = scene.name
	print(scene.get_meta_list())
#	Get the scipt
	if get_source_file().contains("gltf"):
		var gltf: GLTFDocument = GLTFDocument.new()
		var gltf_state: GLTFState = GLTFState.new()
		gltf.append_from_file(get_source_file(),gltf_state)
		if gltf_state.copyright.contains("uid") or gltf_state.copyright.contains("res"):
			scene.set_script(load(gltf_state.copyright))
	
	


 # Call initialisation function to process each node in the scene.
	initialisation(scene)
	return scene

## Recursively processes each node in the scene to apply changes based on 'extras' data.[br]
func initialisation(node:Node)->void:
	print("node")
	print(node.get_meta_list())
	if node == null:
		return
	for child in node.get_children():
		initialisation(child)

This get me the “extras” of the object without any problem but for the collection i get nothing.
To avoid this problem because i wanted to attach scripts to the imported gltf i had to use the copyright section as a container for a script path.

@warcanin If you want to attach scripts to imported nodes based on the data in the glTF file, use GLTFDocumentExtension instead of a post import script. This will let you inject code earlier in the pipeline, as the nodes are generated in the first place by overriding func _generate_scene_node().