public void MeshImported(string objPath)
        {
            string    xmlPath = ImportUtils.GetXmlPath(objPath);
            XDocument doc     = XDocument.Load(xmlPath);

            foreach (var xmlPrefab in doc.Root.Elements("Prefab"))
            {
                CreatePrefab(xmlPrefab, objPath);
            }
        }
        // We need to call this while the renderers on the model is having its material assigned to it
        public Material FixMaterialForMeshRenderer(string objName, Renderer renderer)
        {
            string xmlPath = ImportUtils.GetXmlPath(objName);

            XDocument xml = XDocument.Load(xmlPath);

            // The mesh to match
            string meshName = renderer.name;

            // The mesh name may be decorated by Unity
            string pattern = @"_MeshPart[\d]$";
            Regex  regex   = new Regex(pattern);

            meshName = regex.Replace(meshName, "");

            var assignMaterials = xml.Root.Elements("AssignMaterial");

            // Find an assignment that matches the mesh renderer
            XElement match = assignMaterials.FirstOrDefault(el => el.Attribute("mesh").Value == meshName);

            if (match == null)
            {
                // The names of our meshes in the AssignMaterials elements may be wrong
                // This happened before when Unity replaced whitespace with underscore in our named meshes
                // That case is handled now, but there may be others
                StringBuilder builder = new StringBuilder();
                builder.AppendFormat("Could not find mesh named '{0}' for material matching\n", renderer.name);
                string choices = String.Join("\n  ", assignMaterials.Select(m => m.Attribute("mesh").Value).ToArray());
                builder.AppendFormat("Choices are:\n  {0}", choices);

                Debug.LogError(builder.ToString());
                return(null);
            }

            string materialName = match.Attribute("material").Value;
            string materialPath = ImportUtils.GetMaterialPath(materialName);

            // Assign the material
            renderer.sharedMaterial = AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)) as Material;

            // Set the sorting layer for the mesh
            string sortingLayer = match.Attribute("sortingLayerName").Value;

            if (!String.IsNullOrEmpty(sortingLayer) && !SortingLayerExposedEditor.GetSortingLayerNames().Contains(sortingLayer))
            {
                Debug.LogError(string.Format("Sorting Layer \"{0}\" does not exist. Check your Project Settings -> Tags and Layers", sortingLayer));
                renderer.sortingLayerName = "Default";
            }
            else
            {
                renderer.sortingLayerName = sortingLayer;
            }

            // Set the sorting order
            renderer.sortingOrder = ImportUtils.GetAttributeAsInt(match, "sortingOrder");

            // Do we have an alpha color key?
            string htmlColor = ImportUtils.GetAttributeAsString(match, "alphaColorKey", "");

            if (!String.IsNullOrEmpty(htmlColor))
            {
                // Take for granted color is in the form '#RRGGBB'
                byte  r     = byte.Parse(htmlColor.Substring(1, 2), System.Globalization.NumberStyles.HexNumber);
                byte  g     = byte.Parse(htmlColor.Substring(3, 2), System.Globalization.NumberStyles.HexNumber);
                byte  b     = byte.Parse(htmlColor.Substring(5, 2), System.Globalization.NumberStyles.HexNumber);
                Color color = new Color32(r, g, b, 255);
                renderer.sharedMaterial.SetColor("_AlphaColorKey", color);
            }

            return(renderer.sharedMaterial);
        }