private void LoadIfNeeded() { if (_animationTexture == null && _asset != null) { BinaryReader reader = new BinaryReader(new MemoryStream(_asset.bytes)); _animationTexture = GPUAnimationsIO.Read(reader); } }
private static void SaveAnimationTexture(GPUAnimations animationTexture, string fileName) { string directory = Path.GetDirectoryName(fileName); if (!Directory.Exists(directory)) { Directory.CreateDirectory(directory); } FileStream file = File.Open(fileName, FileMode.Create); BinaryWriter writer = new BinaryWriter(file); GPUAnimationsIO.Write(animationTexture, writer); file.Close(); #if UNITY_EDITOR //Refresh the saved asset AssetUtils.RefreshAsset(fileName); #endif }