/// <summary> /// Displays File Browser to select a file Location to save the exported glTF file /// </summary> /// <returns>IEnumerator Object</returns> public IEnumerator DisplaySaveCoroutine() { FileBrowser.SingleClickMode = true; yield return(FileBrowser.WaitForSaveDialog(FileBrowser.PickMode.FilesAndFolders, false, null, null, "Select Folder", "Save")); if (FileBrowser.Success) { string returnedPath = FileBrowser.Result[0]; Debug.Log("Export Path : " + returnedPath); var exporter = new GLTFSceneExporter(new[] { _viewerObject.transform }, RetrieveTexturePath); if (FileBrowserHelpers.DirectoryExists(returnedPath)) { string folderName = _loadFileName ?? "ExportedObject"; string finalExportPath = FileBrowserHelpers.CreateFolderInDirectory(returnedPath, folderName); Debug.Log("Final Export Path for empty filename : " + finalExportPath); exporter.SaveGLTFandBin(finalExportPath, folderName); } else { string saveFileName = FileBrowserHelpers.GetFilename(returnedPath); string folderPath = returnedPath.Substring(0, returnedPath.LastIndexOf(saveFileName)); string finalExportPath = FileBrowserHelpers.CreateFolderInDirectory(folderPath, saveFileName); Debug.Log("Final Export Path with given filename : " + finalExportPath); exporter.SaveGLTFandBin(finalExportPath, saveFileName); } } }