/// <summary>
            /// Save all toggled Asset Root for the current scene.
            /// </summary>
            /// <param name="console_log">List of saved assets path (log purpose).</param>
            /// <returns>-1 if it fail, the number of assets saved otherwise</returns>
            public int SaveAll(out string console_log)
            {
                string log         = string.Empty;
                int    affectedRow = -1;

                if (ToogleScene)
                {
                    string folderPath = CheckFolderPathValidity(StaticFolderPath, Scene.name);
                    if (!string.IsNullOrEmpty(folderPath))
                    {
                        affectedRow = 0;
                        for (int index = 0; index < AssetToggleCollection.Count; index++)
                        {
                            if (AssetToggleCollection[index].IsToggle)
                            {
                                HEU_HoudiniAssetRoot assetRoot = AssetToggleCollection[index].RootAsset;
                                string fullpath = CreateFullPath(folderPath, assetRoot.gameObject.name);
                                HEU_AssetPresetUtility.SaveAssetPresetToFile(assetRoot._houdiniAsset, fullpath);
                                log += fullpath + Environment.NewLine;
                                affectedRow++;
                            }
                        }
                    }
                    else
                    {
                        log += "Folder path not valid.";
                    }
                }
                console_log = log;
                return(affectedRow);
            }
            private bool BakeAsset(int index, string folder_path, out string console_log)
            {
                string log    = string.Empty;
                bool   result = false;

                if (AssetToggleCollection[index].IsToggle)
                {
                    HEU_HoudiniAssetRoot assetRoot = AssetToggleCollection[index].RootAsset;
                    string assetName = assetRoot.name;

                    //Save
                    string fullpath = CreateFullPath(folder_path, assetName);
                    HEU_AssetPresetUtility.SaveAssetPresetToFile(assetRoot._houdiniAsset, fullpath);
                    log += fullpath;

                    //Bake
                    BakeAsset(assetRoot, index);

                    result = true;
                }
                console_log = log;
                return(result);
            }