/// <summary>
        /// We're about to import a model, so make sure all of our import settings are suitable.
        ///</summary>
        private void OnPreprocessModel()
        {
            if (!IsAssetNew(assetImporter))
            {
                return;
            }

            ProjectImportSettings.ApplyRulesToObject(assetImporter);
        }
        /// <summary>
        /// This is a Unity callback for when we are about to import a Texture
        /// </summary>
        private void OnPreprocessTexture()
        {
            // Only apply to new assets
            if (!IsAssetNew(assetImporter))
            {
                return;
            }

            ProjectImportSettings.ApplyRulesToObject(assetImporter);
        }
Esempio n. 3
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 public static void ReadProjectImportSetting()
 {
     Object[] allObjs = UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget(SERIALIZED_FILE_PATH);
     foreach (var obj in allObjs)
     {
         ProjectImportSettings serializedInstance = obj as ProjectImportSettings;
         if (serializedInstance != null)
         {
             _instance = serializedInstance;
         }
     }
 }
 static void ReadProjectImportSetting()
 {
     ProjectImportSettings.ReadProjectImportSetting();
     BuildingAssets.ReadBuildingImportSetting();
 }