private static void OnSpritePrefabPostprocess( )
    {
        EditorApplication.delayCall -= OnSpritePrefabPostprocess;

        try
        {
            Uni2DAssetPostprocessor.LockTo(false);

            foreach (string rGameObjectPrefabGUID in ms_oGameObjectGUIDsToPostProcess)
            {
                GameObject rGameObjectPrefab = Uni2DEditorUtils.GetAssetFromUnityGUID <GameObject>(rGameObjectPrefabGUID);
                if (rGameObjectPrefab != null)
                {
                    //Debug.Log ( "Post processing game object prefab " + rGameObjectPrefabGUID );
                    Uni2DEditorSpriteBuilderUtils.OnPrefabPostProcess(rGameObjectPrefab);

                    rGameObjectPrefab = null;
                    EditorUtility.UnloadUnusedAssets( );
                }
            }
        }
        finally
        {
            ms_oGameObjectGUIDsToPostProcess.Clear( );
            Uni2DAssetPostprocessor.Unlock( );
            Uni2DAssetPostprocessor.Enabled = true;
        }
    }
    public static void ForceImportAssetIfLocked(string a_rAssetPath, ImportAssetOptions a_eImportOptions)
    {
        bool bWasLocked     = ms_bLocked;
        bool bPreviousValue = ms_bEnabled;

        if (bWasLocked)
        {
            Uni2DAssetPostprocessor.Unlock( );
        }

        Uni2DAssetPostprocessor.Enabled = true;
        {
            AssetDatabase.ImportAsset(a_rAssetPath, a_eImportOptions);
        }

        if (bWasLocked)
        {
            Uni2DAssetPostprocessor.LockTo(bPreviousValue);
        }
        else
        {
            Uni2DAssetPostprocessor.Enabled = bPreviousValue;
        }
    }
 // Prepares Texture
 private void ImportNewAtlasTexture(string a_rTexturePathLocal)
 {
     Uni2DAssetPostprocessor.ForceImportAssetIfLocked(a_rTexturePathLocal, ImportAssetOptions.ForceSynchronousImport);
 }
    private static void UpdateUni2DAssets( )
    {
        EditorApplication.delayCall -= UpdateUni2DAssets;

        Uni2DEditorAssetTable rAssetTable = Uni2DEditorAssetTable.Instance;

        try
        {
            Uni2DAssetPostprocessor.LockTo(false);

            // Update animation clips first, because they can change the atlases
            foreach (string rAnimationClipGUID in ms_oAnimationClipGUIDsToUpdate)
            {
                Uni2DAnimationClip rAnimationClip = Uni2DEditorUtils.GetAssetFromUnityGUID <Uni2DAnimationClip>(rAnimationClipGUID);
                if (rAnimationClip != null)
                {
                    //Debug.Log ( "Updating clip " + rAnimationClipGUID );
                    rAnimationClip.OnTexturesChange(ms_oImportedTextureGUIDs);

                    rAnimationClip = null;
                    EditorUtility.UnloadUnusedAssets( );
                }
                else
                {
                    // Clean asset table
                    foreach (string rTextureGUID in ms_oImportedTextureGUIDs)
                    {
                        rAssetTable.RemoveClipUsingTexture(rAnimationClipGUID, rTextureGUID);
                    }
                }
            }

            foreach (string rAtlasGUID in ms_oAtlasGUIDsToUpdate)
            {
                Uni2DTextureAtlas rAtlas = Uni2DEditorUtils.GetAssetFromUnityGUID <Uni2DTextureAtlas>(rAtlasGUID);

                if (rAtlas != null)
                {
                    //Debug.Log( "Updating atlas " + rAtlasGUID );
                    rAtlas.OnTextureChange( );

                    rAtlas = null;
                    EditorUtility.UnloadUnusedAssets( );
                }
                else
                {
                    // Clean
                    foreach (string rTextureGUID in ms_oImportedTextureGUIDs)
                    {
                        rAssetTable.RemoveAtlasUsingTexture(rAtlasGUID, rTextureGUID);
                    }
                }
            }

            foreach (string rSpritePrefabGUID in ms_oSpritePrefabGUIDsToUpdate)
            {
                GameObject rSpritePrefab = Uni2DEditorUtils.GetAssetFromUnityGUID <GameObject>(rSpritePrefabGUID);

                if (rSpritePrefab != null)
                {
                    //Debug.Log( "Updating sprite prefab " + rSpritePrefabGUID );
                    foreach (Uni2DSprite rSpritePrefabComponent in rSpritePrefab.GetComponentsInChildren <Uni2DSprite>(true))
                    {
                        Uni2DEditorSpriteSettings rSpriteSettings = rSpritePrefabComponent.SpriteSettings;
                        string rSpriteTextureGUID = rSpriteSettings.textureContainer.GUID;
                        string rSpriteAtlasGUID   = rSpriteSettings.atlas != null?Uni2DEditorUtils.GetUnityAssetGUID(rSpriteSettings.atlas) : null;

                        if (ms_oImportedTextureGUIDs.Contains(rSpriteTextureGUID) || (!string.IsNullOrEmpty(rSpriteAtlasGUID) && ms_oAtlasGUIDsToUpdate.Contains(rSpriteAtlasGUID)))
                        {
                            rSpritePrefabComponent.Regenerate(true);
                        }

                        EditorUtility.UnloadUnusedAssets( );
                    }

                    rSpritePrefab = null;
                    EditorUtility.UnloadUnusedAssets( );
                }
                else
                {
                    // Clean
                    foreach (string rTextureGUID in ms_oImportedTextureGUIDs)
                    {
                        rAssetTable.RemoveSpritePrefabUsingTexture(rSpritePrefabGUID, rTextureGUID);
                    }

                    foreach (string rAtlasGUID in ms_oAtlasGUIDsToUpdate)
                    {
                        rAssetTable.RemoveSpritePrefabUsingAtlas(rSpritePrefabGUID, rAtlasGUID);
                    }
                }
            }
        }
        finally
        {
            ms_oImportedTextureGUIDs.Clear( );

            ms_oAtlasGUIDsToUpdate.Clear( );
            ms_oAnimationClipGUIDsToUpdate.Clear( );
            ms_oSpritePrefabGUIDsToUpdate.Clear( );

            rAssetTable.Save( );

            Uni2DAssetPostprocessor.Unlock( );
            Uni2DAssetPostprocessor.Enabled = true;
        }
    }