/// <summary> /// Load dumped textures and put them in PersistentAssetCache so the GLTFSceneImporter /// can pick them up. /// </summary> /// <param name="gltfPath">GLTF path of the gltf that will pick up the references</param> /// <param name="texturePath">Texture path of the texture to be injected</param> internal void RetrieveAndInjectTexture(AssetPath gltfPath, AssetPath texturePath) { string finalPath = texturePath.finalPath; if (!env.file.Exists(finalPath)) { return; } Texture2D t2d = env.assetDatabase.LoadAssetAtPath <Texture2D>(finalPath); if (t2d == null) { return; } string relativePath = ABConverter.PathUtils.GetRelativePathTo(gltfPath.file, texturePath.file); //NOTE(Brian): This cache will be used by the GLTF importer when seeking textures. This way the importer will // consume the asset bundle dependencies instead of trying to create new textures. PersistentAssetCache.AddImage(relativePath, gltfPath.finalPath, t2d); }