public override void ExportAssetObjects() { if (room.ExportOnlyHtml) { return; } int exported = 0; MeshExporter exporter = room.GetMeshExporter(ExportMeshFormat.FBX); bool switchUv = room.LightmapType == LightmapExportType.BakedMaterial; MeshExportParameters parameters = new MeshExportParameters(switchUv, true); foreach (BruteForceMeshExportData data in meshesToExport.Values) { Mesh mesh = data.Mesh; MeshData meshData = GetMeshData(mesh); if (meshData == null) { continue; } string meshId = data.MeshId; exporter.ExportMesh(meshData, meshId, parameters); exported++; EditorUtility.DisplayProgressBar("Exporting meshes...", meshId + ".fbx", exported / (float)meshesToExport.Count); } }
public override void ExportAssetObjects() { if (room.ExportOnlyHtml) { return; } int exported = 0; MeshExporter exporter = room.GetMeshExporter(ExportMeshFormat.FBX); MeshExportParameters parameters = new MeshExportParameters(false, true); foreach (var pair in meshesToExport) { Material mat = pair.Key; PerMaterialMeshExportData data = pair.Value; MeshData meshData = GetMeshData(mat, data); //Mesh mesh = data.Mesh; string meshId = meshData.Name; exporter.ExportMesh(meshData, meshId, parameters); exported++; EditorUtility.DisplayProgressBar("Exporting meshes...", meshId + ".fbx", exported / (float)meshesToExport.Count); } }