Ejemplo n.º 1
0
    public static T OverwriteOrCreateAsset<T>(T asset, string path) where T : UnityEngine.Object {
        try {
            path = Misc.SanitizeFileName(path);

                // If it's an existing asset but the path doesn't match, make a copy of it for the new path:
                if (AssetDatabase.Contains(asset))
                {
                    var assetPath = Path.GetFullPath(AssetDatabase.GetAssetPath(asset));
                    var fullPath = Path.GetFullPath(path);

                    if (assetPath != fullPath)
                    {
                        var newAsset = UnityEngine.Object.Instantiate(asset);
                        newAsset.name = asset.name;
                        asset = newAsset;
                    }
                }

            // to keep meta, rewrite the existing one if already exists.
            T loadedAsset = AssetDatabase.LoadAssetAtPath<T>(path);
            if (loadedAsset != null) {
                EditorUtility.CopySerialized(asset, loadedAsset);
                return loadedAsset;
            }

            AssetDatabase.CreateAsset(asset, path);
            return asset;
        }
        catch (Exception e) {
            Debug.LogError($"[MeshSync] Error in saving asset at {path}. Msg: {e.ToString()}");
            return null;
        }
    }
Ejemplo n.º 2
0
        public static T OverwriteOrCreateAsset <T>(T asset, string path) where T : UnityEngine.Object
        {
            try {
                path = Misc.SanitizeFileName(path);

                // to keep meta, rewrite the existing one if already exists.
                T loadedAsset = AssetDatabase.LoadAssetAtPath <T>(path);
                if (loadedAsset != null)
                {
                    EditorUtility.CopySerialized(asset, loadedAsset);
                    return(loadedAsset);
                }

                AssetDatabase.CreateAsset(asset, path);
                return(asset);
            }
            catch (Exception e) {
                Debug.LogError($"[MeshSync] Error in saving asset at {path}. Msg: {e.ToString()}");
                return(null);
            }
        }
Ejemplo n.º 3
0
        // save asset to path.
        // if there is already a file, overwrite it but keep .meta intact.
        public static T SaveAsset <T>(T asset, string path) where T : UnityEngine.Object
        {
            try
            {
                path = Misc.SanitizeFileName(path);

                // to keep meta, rewrite the existing one if already exists.
                T loadedAsset = AssetDatabase.LoadAssetAtPath <T>(path);
                if (loadedAsset != null)
                {
                    EditorUtility.CopySerialized(asset, loadedAsset);
                    return(loadedAsset);
                }
                else
                {
                    AssetDatabase.CreateAsset(asset, path);
                    return(asset);
                }
            }
            catch (Exception)
            {
                return(null);
            }
        }