//Apply texture rules at first import
 void OnPreprocessAsset()
 {
     if (assetImporter.importSettingsMissing)
     {
         var textureImporter = assetImporter as TextureImporter;
         if (textureImporter != null)
         {
             TextureSettingsTool.ApplyRules(textureImporter);
         }
     }
 }
 //Apply texture rules when renaming texture assets and magic string changed.
 static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
 {
     for (int i = 0; i < movedAssets.Length; i++)
     {
         var textureImporter = AssetImporter.GetAtPath(movedAssets[i]) as TextureImporter;
         if (textureImporter != null)
         {
             if (Path.GetFileName(movedAssets[i]) != Path.GetFileName(movedFromAssetPaths[i]))
             {
                 if (TextureSettingsTool.GetAssetMagicString(movedAssets[i]) != TextureSettingsTool.GetAssetMagicString(movedFromAssetPaths[i]))
                 {
                     TextureSettingsTool.ApplyRules(textureImporter);
                 }
             }
         }
     }
 }
Esempio n. 3
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    void OnPreprocessTexture()
    {
        var textureImporter = assetImporter as TextureImporter;

        // Skip bad
        if (!textureImporter)
        {
            return;
        }

        // Only apply if initial import
        var existing = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture));

        if (existing != null)
        {
            return;
        }

        TextureSettingsTool.ApplyRules(textureImporter);
    }