Inheritance: ScriptableWizard
 void OnDestroy()
 {
     Debug.Log("Destroying...");
     GameObject.DestroyImmediate(exporterGO);
     exporter = null;
     preset   = null;
 }
Example #2
0
    void OnGUI()
    {
        GUILayout.Label("Export Options");
        GlTF_Writer.binary = GUILayout.Toggle(GlTF_Writer.binary, "Binary GlTF");
        //buildZip = GUILayout.Toggle(buildZip, "Export Zip");

        // Force animation baking for now
        GlTF_Writer.bakeAnimation = GUILayout.Toggle(true, "Bake animations (forced for now)");
        exportAnimation           = GUILayout.Toggle(exportAnimation, "Export animations");
        convertImages             = GUILayout.Toggle(convertImages, "Convert images");
        presetAsset = EditorGUILayout.ObjectField("Preset file", presetAsset, typeof(UnityEngine.TextAsset), false) as UnityEngine.TextAsset;
        if (!exporterGo)
        {
            exporterGo = new GameObject("exporter");
        }
        if (!exporter)
        {
            exporter = exporterGo.AddComponent <SceneToGlTFWiz>();
        }
        GUI.enabled = (Selection.GetTransforms(SelectionMode.Deep).Length > 0);
        if (GUILayout.Button("Export to glTF"))
        {
            ExportFile();
        }
        GUI.enabled = true;
    }
Example #3
0
 void OnDestroy()
 {
     if (exporterGo)
     {
         DestroyImmediate(exporterGo);
         exporter = null;
     }
 }
 private void Awake()
 {
     sceneToGlTFWiz = GetComponent <SceneToGlTFWiz>();
     if (!sceneToGlTFWiz)
     {
         sceneToGlTFWiz = gameObject.AddComponent <SceneToGlTFWiz>();
     }
 }
Example #5
0
 public void OnEnable()
 {
     if (_exporterGo == null)
     {
         _exporterGo           = new GameObject("Exporter");
         _exporter             = _exporterGo.AddComponent <SceneToGlTFWiz>();
         _exporterGo.hideFlags = HideFlags.HideAndDontSave;
     }
 }
    // Use this for initialization
    void Start()
    {
        init = true;
        Debug.Log("SceneSharing Initialization...");

        UpdateScene();
        exporterGO = new GameObject();
        exporter   = exporterGO.AddComponent <SceneToGlTFWiz>();
        Debug.Log(exporter.ToString());
    }
 void Awake()
 {
     System.IO.Directory.CreateDirectory(Application.persistentDataPath + "/gltf-exports");
     exportPath           = Application.persistentDataPath + "/gltf-exports/";
     exporterGo           = new GameObject("Exporter");
     exporter             = exporterGo.AddComponent <SceneToGlTFWiz>();
     exporterGo.hideFlags = HideFlags.HideAndDontSave;
     this.minSize         = new Vector2(300, 150);
     this.maxSize         = new Vector2(600, 300);
 }
Example #8
0
 void OnEnable()
 {
     this.minSize = new Vector2(400, 250);
     if (mExporterGo == null)
     {
         mExporterGo           = new GameObject("Exporter");
         mExporter             = mExporterGo.AddComponent <SceneToGlTFWiz>();
         mExporterGo.hideFlags = HideFlags.HideAndDontSave;
     }
 }
 private void Awake()
 {
     sceneToGlTFWiz = GetComponent <SceneToGlTFWiz>();
     if (!sceneToGlTFWiz)
     {
         sceneToGlTFWiz = gameObject.AddComponent <SceneToGlTFWiz>();
     }
     m_GroundMaterial       = new Material(PrimitiveHelper.GetDefaultMaterial().shader);
     m_GroundMaterial.color = Color.gray;
 }
        public static void ExportPrefab(GameObject prefab, string path)
        {
            GameObject go = Instantiate(prefab);

            go.name = prefab.name;
            SceneToGlTFWiz comp = go.AddComponent <SceneToGlTFWiz>();

            comp.ExportGameObjectAndChildren(go, Path.Combine(path, go.name + ".gltf"), null, false, true, false, false);
            DestroyImmediate(go);
        }
Example #11
0
 void Initialize()
 {
     exporterGo = GameObject.Find("Exporter");
     if (exporterGo == null)
     {
         exporterGo = new GameObject("Exporter");
         exporter   = exporterGo.AddComponent <SceneToGlTFWiz>();
     }
     exporter = exporterGo.GetComponent <SceneToGlTFWiz>();
 }
Example #12
0
    private static void CreateWizard()
    {
        savedPath = EditorPrefs.GetString(KEY_PATH, "/");
        savedFile = EditorPrefs.GetString(KEY_FILE, "test.gltf");
        path      = savedPath + "/" + savedFile;
        //		ScriptableWizard.DisplayWizard("Export Selected Stuff to glTF", typeof(SceneToGlTFWiz), "Export");

        SceneToGlTFWiz window = (SceneToGlTFWiz)EditorWindow.GetWindow(typeof(SceneToGlTFWiz));

        window.Show();
    }
Example #13
0
    void OnDestroy()
    {
        // if (System.IO.File.Exists(zipPath))
        // System.IO.File.Delete(zipPath);

        if (exporterGo)
        {
            DestroyImmediate(exporterGo);
            exporter  = null;
            publisher = null;
        }
    }
Example #14
0
    //private List<String> tagList;
    void Awake()
    {
        zipPath    = Application.temporaryCachePath + "/" + "Unity2Skfb.zip";
        exportPath = Application.temporaryCachePath + "/" + "Unity2Skfb.gltf";

        exporterGo = new GameObject("Exporter");
        publisher  = exporterGo.AddComponent <ExporterScript>();
        exporter   = exporterGo.AddComponent <SceneToGlTFWiz>();
        //FIXME: Make sure that object is deleted;
        exporterGo.hideFlags = HideFlags.HideAndDontSave;
        //publisher.getCategories();
        resizeWindow(loginSize);
        publisher.checkVersion();
    }
Example #15
0
    //private List<String> tagList;
    void Awake()
    {
        zipPath    = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + Path.DirectorySeparatorChar + "PlattarExport.zip";
        exportPath = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop);

        exporterGo = new GameObject("Exporter");
        publisher  = exporterGo.AddComponent <ExporterScript>();
        exporter   = exporterGo.AddComponent <SceneToGlTFWiz>();
        //FIXME: Make sure that object is deleted;
        exporterGo.hideFlags = HideFlags.HideAndDontSave;
        //publisher.getCategories();
        resizeWindow(fullSize);
        publisher.checkVersion();
    }
Example #16
0
 public void OnEnable()
 {
     if (webServer == null)
     {
         string basePath = Directory.GetParent(Application.dataPath).FullName;
         webServer        = new WebServer(9527, basePath + "/Assets/Unity2glTF/Web/");
         exportFileServer = new WebServer(9528, basePath + "/export/");
     }
     if (_exporterGo == null)
     {
         _exporterGo           = new GameObject("Exporter");
         _exporter             = _exporterGo.AddComponent <SceneToGlTFWiz>();
         _exporterGo.hideFlags = HideFlags.HideAndDontSave;
     }
 }
Example #17
0
    static void Init()
    {
#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX
        var exportPath = Application.temporaryCachePath + "/" + "UnityScene2Webpage.gltf";
        var exporter   = new SceneToGlTFWiz();
        exporter.Export(exportPath, null, /*buildzip*/ false, true, true, true);

        FileUtil.DeleteFileOrDirectory(Application.temporaryCachePath + "/default.html");
        FileUtil.DeleteFileOrDirectory(Application.temporaryCachePath + "/GLTFLoader.js");

        var  filesPath           = "Assets/Editor/Unity-Scene2WebPage/Resources/";
        bool haveFilesBeenCopied = false;
        try
        {
            FileUtil.CopyFileOrDirectory(filesPath + "default.html", Application.temporaryCachePath + "/default.html");

            // The JS extension has special significance in Unity. Storing the JS file as TXT and renaming it while copying it over to the target folder.
            FileUtil.CopyFileOrDirectory(filesPath + "GLTFLoaderjs.txt", Application.temporaryCachePath + "/GLTFLoader.js");

            haveFilesBeenCopied = true;
        }
        catch
        {
            haveFilesBeenCopied = false;
            Debug.LogError("Please make sure the Unity-Scene2WebPage plugin folder is under the Assets/Editor folder!");
        }

        if (haveFilesBeenCopied)
        {
            Application.OpenURL("file:///" + Application.temporaryCachePath + "/default.html");

            // Wait for some time for the Web page to load before opening the folder.
            System.Threading.Thread.Sleep(1000);
        }
        ShowExplorer(exportPath);
#else // and error dialog if not standalone
        EditorUtility.DisplayDialog("Error", "Your build target must be set to standalone", "Okay");
#endif
    }
Example #18
0
 void OnDestroy()
 {
     GameObject.DestroyImmediate(exporterGo);
     exporter = null;
 }