public static void HandlePostInstall() { // Remove from the Editor update loop; we only need this to run once. EditorApplication.update -= HandlePostInstall; // Check if user just installed or upgraded Poly Toolkit. string basePath = PtUtils.GetPtBaseLocalPath(); string upgradeFilePath = PtUtils.ToAbsolutePath(basePath + "/upgrade.dat"); string currentVersion = ""; bool isUpgrade = false; try { currentVersion = File.ReadAllText(upgradeFilePath).Trim(); } catch (Exception) {} if (currentVersion == PtSettings.Version.ToString()) { return; } isUpgrade = !string.IsNullOrEmpty(currentVersion); // Show the welcome window. WelcomeWindow.ShowWelcomeWindow(); AssetBrowserWindow.BrowsePolyAssets(); File.WriteAllText(upgradeFilePath, PtSettings.Version.ToString()); // In the future, if we need to do any post-upgrade maintenance, we can add it here. PtAnalytics.SendEvent(isUpgrade ? PtAnalytics.Action.INSTALL_UPGRADE : PtAnalytics.Action.INSTALL_NEW_2, PtSettings.Version.ToString()); }
/// <summary> /// Scans the project for PtAsset assets marked as third-party and generates an attributions /// file in the user's Resources directory containing a list of those resources, the names /// of the authors and links to the original creations. /// </summary> public static void Generate(bool showUi) { string fileFullPath = Path.Combine(PtUtils.ToAbsolutePath(PtSettings.Instance.resourcesPath), AttributionGeneration.ATTRIB_FILE_NAME); string[] assetGuids = AssetDatabase.FindAssets(PtAsset.FilterString); // List of assets that are licensed under Creative Commons (require attribution). List <PtAsset> ccByAssets = new List <PtAsset>(); foreach (string assetGuid in assetGuids) { string localPath = AssetDatabase.GUIDToAssetPath(assetGuid); PtAsset ptAsset = AssetDatabase.LoadAssetAtPath <PtAsset>(localPath); if (ptAsset != null && ptAsset.license == PolyAssetLicense.CREATIVE_COMMONS_BY) { ccByAssets.Add(ptAsset); } } if (ccByAssets.Count == 0) { // No need for an attribution file. if (File.Exists(fileFullPath)) { File.Delete(fileFullPath); } if (showUi) { EditorUtility.DisplayDialog("No Assets Require Attribution", "No Poly assets were found in the project that require attribution. " + "No attribution file was generated.", "OK"); } return; } Directory.CreateDirectory(Path.GetDirectoryName(fileFullPath)); StringBuilder sb = new StringBuilder(); sb.AppendLine(AttributionGeneration.FILE_HEADER); ccByAssets.Sort((PtAsset a, PtAsset b) => { return(a.title.CompareTo(b.title)); }); foreach (PtAsset ptAsset in ccByAssets) { sb.AppendLine(); sb.Append(AttributionGeneration.GenerateAttributionString(ptAsset.title, ptAsset.author, ptAsset.url, AttributionGeneration.CC_BY_LICENSE)).AppendLine(); } File.WriteAllText(fileFullPath, sb.ToString()); if (showUi) { EditorUtility.DisplayDialog("File Generated", "Attributions file generated at:\n" + fileFullPath + ".\n\nYou can load this file at runtime " + "and display it with Resources.Load().", "OK"); } }
private bool PrepareDownload(PolyAsset asset, out string baseName, out string downloadLocalPath) { assetsBeingDownloaded.Remove(asset); PtDebug.LogFormat("ABM: Preparing to download {0}", asset); // basePath is something like Assets/Poly/Sources. string baseLocalPath = PtUtils.NormalizeLocalPath(PtSettings.Instance.assetSourcesPath); if (!baseLocalPath.StartsWith("Assets/")) { Debug.LogErrorFormat("Invalid asset sources folder {0}. Must be under Assets folder."); baseName = downloadLocalPath = null; return(false); } // basePathAbs is something like C:\Users\foo\bar\MyUnityProject\Assets\Poly\Sources string baseFullPath = PtUtils.ToAbsolutePath(baseLocalPath); if (!Directory.Exists(baseFullPath)) { Directory.CreateDirectory(baseFullPath); } baseName = PtUtils.GetPtAssetBaseName(asset); PtDebug.LogFormat("Import name: {0}", baseName); // downloadLocalPath is something like Assets/Poly/Sources/assetTitle_assetId downloadLocalPath = baseLocalPath + "/" + baseName; string downloadFullPath = PtUtils.ToAbsolutePath(downloadLocalPath); if (Directory.Exists(downloadFullPath)) { if (PtSettings.Instance.warnOnSourceOverwrite && !EditorUtility.DisplayDialog("Warning: Overwriting asset source folder", string.Format("The asset source folder '{0}' will be deleted and created again. " + "This should be safe *unless* you have manually made changes to its contents, " + "in which case you will lose those changes.\n\n" + "(You can silence this warning in Poly Toolkit settings)", asset.displayName, downloadLocalPath), "OK", "Cancel")) { return(false); } Directory.Delete(downloadFullPath, /* recursive */ true); } // Create the download folder. // Something like C:\Users\foo\bar\MyUnityProject\Assets\Poly\Sources\assetTitle_assetId Directory.CreateDirectory(downloadFullPath); return(true); }
private void OnFetchFinished(PolyStatus status, PolyAsset asset, bool isGltf2, string ptAssetLocalPath, EditTimeImportOptions options) { if (!status.ok) { Debug.LogErrorFormat("Error fetching asset {0} ({1}): {2}", asset.name, asset.displayName, status); EditorUtility.DisplayDialog("Download Error", string.Format("*** Error downloading asset '{0}'. Try again later.", asset.displayName), "OK"); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Asset fetch failed"); return; } string baseName, downloadLocalPath; if (!PrepareDownload(asset, out baseName, out downloadLocalPath)) { return; } string absPath = PtUtils.ToAbsolutePath(downloadLocalPath); string extension = isGltf2 ? ".gltf2" : ".gltf"; string fileName = baseName + extension; // We have to place an import request so that PolyImporter does the right thing when it sees the new file. PolyImporter.AddImportRequest(new PolyImporter.ImportRequest( downloadLocalPath + "/" + fileName, ptAssetLocalPath, options, asset)); // Now unpackage it. GltfProcessor will pick it up automatically. UnpackPackageToFolder(isGltf2 ? asset.GetFormatIfExists(PolyFormatType.GLTF_2) : asset.GetFormatIfExists(PolyFormatType.GLTF), absPath, fileName); PtDebug.LogFormat("ABM: Successfully downloaded {0} to {1}", asset, absPath); AssetDatabase.Refresh(); if (null != refreshCallback) { refreshCallback(); } }
/// <summary> /// Executes the given import request, producing a PtAsset and a prefab. /// </summary> /// <param name="request">The request to perform.</param> private static void ExecuteImportRequest(ImportRequest request) { PtDebug.LogFormat("Executing import request: {0}", request); string gltfFullPath = PtUtils.ToAbsolutePath(request.gltfLocalPath); string assetLocalPath = request.ptAssetLocalPath; string assetFullPath = PtUtils.ToAbsolutePath(assetLocalPath); PtAsset assetToReplace = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath); GameObject prefabToReplace = null; if (assetToReplace != null) { if (assetToReplace.assetPrefab == null) { Debug.LogErrorFormat("Couldn't find prefab for asset {0}.", assetToReplace); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab not found"); return; } prefabToReplace = assetToReplace.assetPrefab; } // Determine if file is glTF2 or glTF1. bool isGltf2 = Path.GetExtension(request.gltfLocalPath) == ".gltf2"; // First, import the GLTF and build a GameObject from it. EditorUtility.DisplayProgressBar(PROGRESS_BAR_TITLE, PROGRESS_BAR_TEXT, 0.5f); // Use a SanitizedPath stream loader because any format file we have downloaded and saved to disk we // have replaced the original relative path string with the MD5 string hash. This custom stream loader // will always convert uris passed to it to this hash value, and read them from there. IUriLoader binLoader = new HashedPathBufferedStreamLoader(Path.GetDirectoryName(gltfFullPath)); ImportGltf.GltfImportResult result = null; using (TextReader reader = new StreamReader(gltfFullPath)) { result = ImportGltf.Import(isGltf2 ? GltfSchemaVersion.GLTF2 : GltfSchemaVersion.GLTF1, reader, binLoader, request.options.baseOptions); } EditorUtility.ClearProgressBar(); string baseName = PtUtils.GetPtAssetBaseName(request.polyAsset); result.root.name = baseName; // Create the asset (delete it first if it exists). if (File.Exists(assetFullPath)) { AssetDatabase.DeleteAsset(assetLocalPath); // If we are replacing an existing asset, we should rename the replacement to the new name, // since the name reflects the identity of the asset. So if the user is importing the asset // dog_a381b3g to replace what was previously cat_v81938.asset, the replacement file should // be named dog_a381b3g.asset, not cat_v81938.asset. assetLocalPath = PtUtils.GetDefaultPtAssetPath(request.polyAsset); assetFullPath = PtUtils.ToAbsolutePath(assetLocalPath); } Directory.CreateDirectory(Path.GetDirectoryName(assetFullPath)); // Create the new PtAsset and fill it in. AssetDatabase.CreateAsset(ScriptableObject.CreateInstance <PtAsset>(), assetLocalPath); PtAsset newAsset = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath); newAsset.name = baseName; newAsset.title = request.polyAsset.displayName ?? ""; newAsset.author = request.polyAsset.authorName ?? ""; newAsset.license = request.polyAsset.license; newAsset.url = request.polyAsset.Url; // Ensure the imported object has a PtAssetObject component which references the PtAsset. result.root.AddComponent <PtAssetObject>().asset = newAsset; // Add all the meshes to the PtAsset. SaveMeshes(result.meshes, newAsset); // If the asset has materials, save those to the PtAsset. if (result.materials != null) { SaveMaterials(result.materials, newAsset); } // If the asset has textures, save those to the PtAsset. if (result.textures != null) { SaveTextures(result.textures, newAsset); } // Reimport is required to ensure custom asset displays correctly. AssetDatabase.ImportAsset(assetLocalPath); GameObject newPrefab; if (prefabToReplace) { // Replace the existing prefab with our new object, without breaking prefab connections. newPrefab = PrefabUtility.ReplacePrefab(result.root, prefabToReplace, ReplacePrefabOptions.ReplaceNameBased); AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(newPrefab), baseName); } else { // Create a new prefab. // Prefab path is the same as the asset path but with the extension changed to '.prefab'. string prefabLocalPath = Regex.Replace(assetLocalPath, "\\.asset$", ".prefab"); if (!prefabLocalPath.EndsWith(".prefab")) { Debug.LogErrorFormat("Error: failed to compute prefab path for {0}", assetLocalPath); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab path error"); return; } newPrefab = PrefabUtility.CreatePrefab(prefabLocalPath, result.root); } // Now ensure the asset points to the prefab. newAsset.assetPrefab = newPrefab; if (newAsset.assetPrefab == null) { Debug.LogErrorFormat("Could not get asset prefab reference for asset {0}", newAsset); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab ref error"); } GameObject.DestroyImmediate(result.root); AssetDatabase.Refresh(); if (request.options.alsoInstantiate) { PrefabUtility.InstantiatePrefab(newPrefab); } PtDebug.LogFormat("GLTF import complete: {0}", request); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_SUCCESSFUL, isGltf2 ? "GLTF2" : "GLTF1"); // If this is a third-party asset, we need to update the attributions file. AttributionFileGenerator.Generate(/* showUi */ false); EditorWindow.GetWindow <AssetBrowserWindow>().HandleAssetImported(request.polyAsset.name); // Select the prefab in the editor so the user knows where it is. AssetDatabase.Refresh(); Selection.activeObject = newPrefab; EditorGUIUtility.PingObject(newPrefab); }