private static string LocateRootAssetFolder<T>(string urdfFileName) where T : UnityEngine.Object
        {
            string newAssetPath = EditorUtility.OpenFolderPanel(
                "Locate package root folder",
                Path.Combine(Path.GetDirectoryName(Application.dataPath), "Assets"),
                "");

            if (UrdfAssetPathHandler.IsValidAssetPath(newAssetPath))
                UrdfAssetPathHandler.SetPackageRoot(newAssetPath, true);
            else 
                Debug.LogWarning("Selected package root " + newAssetPath + " is not within the Assets folder.");

            return UrdfAssetPathHandler.GetRelativeAssetPathFromUrdfPath(urdfFileName);
        }
        public static T FindUrdfAsset<T>(string urdfFileName) where T : UnityEngine.Object
        {
            string fileAssetPath = UrdfAssetPathHandler.GetRelativeAssetPathFromUrdfPath(urdfFileName);
            T assetObject = AssetDatabase.LoadAssetAtPath<T>(fileAssetPath);

            if (assetObject != null)
                return assetObject;

            //If asset was not found, let user choose whether to search for
            //or ignore the missing asset.
            string invalidPath = fileAssetPath ?? urdfFileName;
            int option = EditorUtility.DisplayDialogComplex("Urdf Importer: Asset Not Found",
                "Current root folder: " + UrdfAssetPathHandler.GetPackageRoot() +
                "\n\nExpected asset path: " + invalidPath,
                "Locate Asset",
                "Ignore Missing Asset",
                "Locate Root Folder");

            switch (option)
            {
                case 0:
                    fileAssetPath = LocateAssetFile(invalidPath);
                    break;
                case 1: break;
                case 2:
                    fileAssetPath = LocateRootAssetFolder<T>(urdfFileName);
                    break;
            }

            assetObject = (T) AssetDatabase.LoadAssetAtPath(fileAssetPath, typeof(T));
            if (assetObject != null)
                return assetObject;

            ChooseFailureOption(urdfFileName);
            return null;
        }