public void TearDown() { List <string> outFailedPaths = new List <string>(); AssetDatabase.DeleteAssets(new string[] { "Assets/Tests" }, outFailedPaths); AssetDatabase.DeleteAssets(new string[] { "Packages/com.unity.robotics.urdf-importer/Tests/Runtime/UrdfAssetPathHandler" }, outFailedPaths); }
public void ExportGeometryData_MeshUnityDecomposer_DefaultGeometry() { // Force runtime mode to set testing package root RuntimeUrdf.runtimeModeEnabled = true; UrdfAssetPathHandler.SetPackageRoot("Packages/com.unity.robotics.urdf-importer/Tests/Runtime/Assets/URDF/cube/"); RuntimeUrdf.runtimeModeEnabled = false; UrdfRobotExtensions.importsettings = ImportSettings.DefaultSettings(); UrdfRobotExtensions.importsettings.convexMethod = ImportSettings.convexDecomposer.unity; var parent = new GameObject("Parent").transform; string path = "package://meshes/cube.stl"; var meshGeometry = new Geometry(mesh: new Mesh(path, new double[] { 1, 1, 1 })); UrdfCollisionExtensions.Create(parent, new Collision(meshGeometry)); UrdfExportPathHandler.SetExportPath("Assets"); var t = parent.GetComponentInChildren <UrdfCollision>().transform.GetChild(0); var export = UrdfGeometry.ExportGeometryData(GeometryTypes.Mesh, t); Assert.IsNotNull(export); Object.DestroyImmediate(parent.gameObject); List <string> outFailedPaths = new List <string>(); AssetDatabase.DeleteAssets(new string[] { "Assets/meshes" }, outFailedPaths); }
void RestoreAndCleanup(AddressableAssetSettings settings) { //Delete our variant entries foreach (string guid in variantEntriesToRemove) { settings.RemoveAssetEntry(guid, false); } variantEntriesToRemove.Clear(); //Delete all our variants. List <string> failedPaths = new List <string>(); AssetDatabase.DeleteAssets(variantsPrefabsToDelete.ToArray(), failedPaths); foreach (string path in failedPaths) { Debug.LogError("Failed to delete: " + path); } variantsPrefabsToDelete.Clear(); //Restore our original addressable entries foreach (AssetEntry entry in entriesToRestore) { var restoredEntry = settings.CreateOrMoveEntry(entry.assetGUID, entry.group, false, false); restoredEntry.address = entry.address; foreach (string label in entry.labels) { restoredEntry.SetLabel(label, true, false, false); } } entriesToRestore.Clear(); }
public static void Clear() { furniturePrefabs.Clear(); furniturePaths.Clear(); List <string> failedPaths = new List <string>(); AssetDatabase.DeleteAssets(new string[] { "Assets/Resources/Auto/Furniture" }, failedPaths); AssetDatabase.DeleteAssets(new string[] { "Assets/Resources/Auto/Materials" }, failedPaths); AssetDatabase.CreateFolder("Assets/Resources/Auto", "Furniture"); AssetDatabase.CreateFolder("Assets/Resources/Auto", "Materials"); AssetDatabase.CreateFolder("Assets/Resources/Auto/Furniture", "Thumbnails"); AssetDatabase.Refresh(); }
/// <summary> /// Deletes all AudioBuddyObject assets that are fed into the method as a list permanently. Use with caution. Only works in editor. /// </summary> /// <param name="toBeDeleted"></param> private void DeletePartOfDatabase(List <AudioBuddyObject> toBeDeleted) { List <string> deleteFailed = new List <string>(); AssetDatabase.DeleteAssets(toBeDeleted.Select(o => AssetDatabase.GetAssetPath(o)).ToArray(), deleteFailed); if (deleteFailed.Count > 0) { Debug.LogWarning($"Deleting of {deleteFailed.Count} AudioBuddy objects failed! Failed assets are:"); foreach (string remainingSound in deleteFailed) { Debug.LogWarning(remainingSound); } } toBeDeleted.Clear(); }
public bool RemoveDlls(IEnumerable <string> dllNames) { var failedPaths = new List <string>(); ThreadHelper.RunInMainThread(() => AssetDatabase.DeleteAssets(dllNames.Select(n => Path.Combine(_dllsDirectory, n)).ToArray(), failedPaths)); if (failedPaths.Count > 0) { LogHelper.LogWarning($"Failed remove dll files {string.Join(", ", failedPaths)}"); return(false); } return(true); }
internal static void RemoveDirectories(params string[] directories) { var validDirectories = directories.Where(AssetDatabase.IsValidFolder).ToArray(); if (validDirectories.Any()) { #if UNITY_2020 var failedPathsList = new List <string>(); if (!AssetDatabase.DeleteAssets(validDirectories, failedPathsList)) { var pathsCombined = string.Join(Environment.NewLine, failedPathsList); Debug.LogError($"Failed to remove following assets:{Environment.NewLine}{pathsCombined}"); } #else foreach (var path in validDirectories) { FileUtil.DeleteFileOrDirectory(path); FileUtil.DeleteFileOrDirectory(path + ".meta"); } AssetDatabase.Refresh(); #endif } }
public void TearDown() { List <string> outFailedPaths = new List <string>(); AssetDatabase.DeleteAssets(new string[] { "Assets/Tests" }, outFailedPaths); }