/// <summary>Refreshes the asset database.</summary> /// <param name="options">Asset import options (default: ImportAssetOptions.Default, optional).</param> public static void RefreshAssetDatabase(ImportAssetOptions options = ImportAssetOptions.Default) { if (isEditorMode) { AssetDatabase.Refresh(options); } }
// Token: 0x060000EC RID: 236 RVA: 0x00008C90 File Offset: 0x00006E90 public static bool Reimport(List <string> paths, int confirmcount, ImportAssetOptions importoptions) { if (confirmcount > 0 && paths.Count >= confirmcount) { StringBuilder stringBuilder = new StringBuilder(128); int num = 0; foreach (string str in paths) { if (num < 3) { stringBuilder.AppendLine("'" + str + "'"); } else if (num == 3) { stringBuilder.AppendLine("..."); } num++; } string text = "Reimport asset?"; if (paths.Count > 1) { text = string.Format("Reimport {0} assets?", paths.Count); } if (!EditorUtility.DisplayDialog(text, stringBuilder.ToString(), "Reimport", "Cancel")) { return(false); } } foreach (string text2 in paths) { AssetDatabase.ImportAsset(text2, importoptions); } AssetDatabase.Refresh(); return(true); }
/// <summary> /// Import asset in editor from full path. This is an helper over <see cref="AssetDatabase.ImportAsset(string, ImportAssetOptions)"/> which takes a relative path. /// </summary> /// <param name="path">Full path to asset.</param> /// <param name="importAssetOptions">Import asset options.</param> public static void ImportAsset(string path, ImportAssetOptions importAssetOptions = ImportAssetOptions.Default) { string relPath = MakeRelativePath(Application.dataPath, path); if (relPath != null) { AssetDatabase.ImportAsset(relPath, importAssetOptions); } }
public static void Reimport(string filter, ImportAssetOptions option = ImportAssetOptions.Default) { List <string> filteredPaths = GetAssetPaths(filter); foreach (string path in filteredPaths) { AssetDatabase.ImportAsset(path, option); } }
/// <summary> /// Does asset reimport. /// </summary> /// <param name="path">Path.</param> /// <param name="options">Options.</param> public static void DoAssetReimport(string path, ImportAssetOptions options) { try { AssetDatabase.StartAssetEditing(); AssetDatabase.ImportAsset(path, options); } finally { AssetDatabase.StopAssetEditing(); } }
public static void ForceRefresh(ImportAssetOptions options) { if (isStartAssetEditing) { AssetDatabase.StopAssetEditing(); } AssetDatabase.Refresh(options); if (isStartAssetEditing) { AssetDatabase.StartAssetEditing(); } }
public static void ImportAsset(string path, ImportAssetOptions options = ImportAssetOptions.Default) { #if UNITY_2021_2_OR_NEWER // Unity 2021.2+ fixes a bug in older Unity versions that required calling AssetDatabase.SaveAssets() before ImportAsset() // See <https://issuetracker.unity3d.com/issues/duplicating-asset-replaces-it-with-one-of-its-sub-assets-if-the-asset-is-created-in-a-version-before-fix> // TODO: Update this when fix is backported #else AssetDatabase.SaveAssets(); #endif AssetDatabase.ImportAsset(path, options); }
public void Refresh(ImportAssetOptions options = ImportAssetOptions.Default) { logger.Verbose("Refreshing assets..."); foreach (var asset in importedAssets) { string metaPath = Path.ChangeExtension(asset, ".meta"); if (!file.Exists(metaPath)) { file.Copy(asset, metaPath); } } }
/// <summary> /// 管理対象のリソースを再インポート /// </summary> public void ReImportResources() { ImportAssetOptions options = ImportAssetOptions.ForceUpdate | ImportAssetOptions.ImportRecursive; foreach (Object folder in CustomInportSpriteFolders) { AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(folder), options); } foreach (Object folder in CustomInportAudioFolders) { AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(folder), options); } AssetDatabase.Refresh(); }
public static void PackageDemo() { string[] assetPaths = new string[] { "Assets/URLClient/Demo" }; ImportAssetOptions importOpts = ImportAssetOptions.Default; importOpts |= ImportAssetOptions.ForceSynchronousImport; importOpts |= ImportAssetOptions.ImportRecursive; AssetDatabase.Refresh(importOpts); string packagePath = "unity-urlclient-demo.unitypackage"; ExportPackageOptions exportOpts = ExportPackageOptions.Recurse; AssetDatabase.ExportPackage(assetPaths, packagePath, exportOpts); }
public void ImportAsset(string fullPath, ImportAssetOptions options = ImportAssetOptions.Default) { if (!file.Exists(fullPath)) { logger.Verbose($"Importing asset fail (not exist)...\n({fullPath})"); return; } if (importedAssets.Contains(fullPath)) { logger.Verbose($"Importing asset fail (contained)...\n({fullPath})"); return; } file.Copy(fullPath, Path.ChangeExtension(fullPath, ".meta")); importedAssets.Add(fullPath); logger.Verbose($"Importing asset...\n({fullPath})"); }
/// <summary> /// Import the asset at the given path. /// </summary> /// <param name="assetPath"></param> /// <param name="options"></param> public static void ImportAsset(string assetPath, HEU_ImportAssetOptions heuOptions) { #if UNITY_EDITOR ImportAssetOptions unityOptions = ImportAssetOptions.Default; switch(heuOptions) { case HEU_ImportAssetOptions.Default: unityOptions = ImportAssetOptions.Default; break; case HEU_ImportAssetOptions.ForceUpdate: unityOptions = ImportAssetOptions.ForceUpdate; break; case HEU_ImportAssetOptions.ForceSynchronousImport: unityOptions = ImportAssetOptions.ForceSynchronousImport; break; case HEU_ImportAssetOptions.ImportRecursive: unityOptions = ImportAssetOptions.ImportRecursive; break; case HEU_ImportAssetOptions.DontDownloadFromCacheServer: unityOptions = ImportAssetOptions.DontDownloadFromCacheServer; break; case HEU_ImportAssetOptions.ForceUncompressedImport: unityOptions = ImportAssetOptions.ForceUncompressedImport; break; default: Debug.LogWarningFormat("Unsupported import options: {0}", heuOptions); break; } AssetDatabase.ImportAsset(assetPath, unityOptions); #else Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); #endif }
public static void PackageCore() { string[] assetPaths = new string[] { "Assets/Plugins/URLClient", "Assets/Plugins/URLClient.bundle", "Assets/Plugins/iOS", "Assets/Plugins/Android", "Assets/Editor/URLClient" }; ImportAssetOptions importOpts = ImportAssetOptions.Default; importOpts |= ImportAssetOptions.ForceSynchronousImport; importOpts |= ImportAssetOptions.ImportRecursive; AssetDatabase.Refresh(importOpts); string packagePath = "unity-urlclient.unitypackage"; ExportPackageOptions exportOpts = ExportPackageOptions.Recurse; AssetDatabase.ExportPackage(assetPaths, packagePath, exportOpts); }
public static void PackageCore() { string[] assetPaths = new string[] { "Assets/Countly/Editor", "Assets/Plugins/Countly", "Assets/Plugins/iOS/UnityCountly.mm", "Assets/Plugins/Android/Countly.jar" }; string packagePath = "unity-countly.unitypackage"; ImportAssetOptions importOpts = ImportAssetOptions.Default; importOpts |= ImportAssetOptions.ForceSynchronousImport; importOpts |= ImportAssetOptions.ImportRecursive; AssetDatabase.Refresh(importOpts); ExportPackageOptions exportOpts = ExportPackageOptions.Recurse; AssetDatabase.ExportPackage(assetPaths, packagePath, exportOpts); }
public static void ForceImportAssetIfLocked(string a_rAssetPath, ImportAssetOptions a_eImportOptions) { bool bWasLocked = ms_bLocked; bool bPreviousValue = ms_bEnabled; if (bWasLocked) { Uni2DAssetPostprocessor.Unlock( ); } Uni2DAssetPostprocessor.Enabled = true; { AssetDatabase.ImportAsset(a_rAssetPath, a_eImportOptions); } if (bWasLocked) { Uni2DAssetPostprocessor.LockTo(bPreviousValue); } else { Uni2DAssetPostprocessor.Enabled = bPreviousValue; } }
public static void ForceImportAssetIfLocked( string a_rAssetPath, ImportAssetOptions a_eImportOptions ) { bool bWasLocked = ms_bLocked; bool bPreviousValue = ms_bEnabled; if( bWasLocked ) { Uni2DAssetPostprocessor.Unlock( ); } Uni2DAssetPostprocessor.Enabled = true; { AssetDatabase.ImportAsset( a_rAssetPath, a_eImportOptions ); } if( bWasLocked ) { Uni2DAssetPostprocessor.LockTo( bPreviousValue ); } else { Uni2DAssetPostprocessor.Enabled = bPreviousValue; } }
public static void SaveMesh() { GameObject go = Selection.activeGameObject; SkinnedMeshRenderer[] skinnedMeshRenderers = go.GetComponentsInChildren <SkinnedMeshRenderer>(); foreach (SkinnedMeshRenderer render in skinnedMeshRenderers) { if (render.sharedMesh == null) { continue; } Mesh mesh = render.sharedMesh; if (!File.Exists("Assets/_Test/" + mesh.name + ".asset")) { Mesh newmesh = (Mesh)Mesh.Instantiate(mesh); AssetDatabase.CreateAsset(newmesh, "Assets/_Test/" + mesh.name + ".asset"); } foreach (Material material in render.materials) { if (!File.Exists("Assets/_Test/" + material.name.Replace(" (Instance)", "") + ".mat")) { AssetDatabase.CreateAsset(material, "Assets/_Test/" + material.name.Replace(" (Instance)", "") + ".mat"); } if (material.mainTexture != null) { Texture2D t = (Texture2D)material.mainTexture; // t = (Texture2D) Texture2D.Instantiate(t); // Texture2D newTexture2D = ne // newTexture2D.SetPixels32(t.GetPixels32()); // newTexture2D.Apply(); // var bytes = newTexture2D.EncodeToPNG(); // AssetDatabase.CreateAsset(t, "Assets/_Test/" + t.name + "png.asset"); // File.WriteAllBytes("Assets/_Test/" + material.mainTexture.name + ".png", bytes); Shader shader = Shader.Find("Sprites/Default"); SaveRenderTextureToPNG(t, shader, "Assets/_Test/", t.name.Replace(" (Instance)", "")); } } } Animation[] animations = go.GetComponentsInChildren <Animation>(); foreach (Animation animation in animations) { foreach (AnimationState state in animation) { if (state != null && state.clip != null) { AnimationClip clip = (AnimationClip)AnimationClip.Instantiate(state.clip); if (!File.Exists("Assets/_Test/" + clip.name.Replace("(Clone)", "") + ".anim")) { AssetDatabase.CreateAsset(clip, "Assets/_Test/" + clip.name.Replace("(Clone)", "") + ".anim"); } } } } SpriteRenderer[] spriteRenderers = go.GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer spriteRenderer in spriteRenderers) { if (spriteRenderer.sprite != null) { Shader shader = Shader.Find("Sprites/Default"); Texture2D t = (Texture2D)spriteRenderer.sprite.texture; SaveRenderTextureToPNG(t, shader, "Assets/_Test/", t.name.Replace(" (Instance)", "")); string path = "Assets/_Test/" + t.name.Replace(" (Instance)", "") + ".png"; ImportAssetOptions options = ImportAssetOptions.Default; AssetDatabase.ImportAsset(path); TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(path); importer.textureType = TextureImporterType.Sprite; TextureImporterSettings tis = new TextureImporterSettings(); importer.ReadTextureSettings(tis); tis.ApplyTextureType(TextureImporterType.Sprite, false); importer.SetTextureSettings(tis); AssetDatabase.ImportAsset(path); } } }
public static void ImportAsset(string path) { ImportAssetOptions options = ImportAssetOptions.Default; AssetDatabase.ImportAsset(path, options); }
public static extern void ImportAsset(string path, [DefaultValue("ImportAssetOptions.Default")] ImportAssetOptions options);
public static void Refresh() { ImportAssetOptions options = ImportAssetOptions.Default; AssetDatabase.Refresh(options); }
public static extern void Refresh([DefaultValue("ImportAssetOptions.Default")] ImportAssetOptions options);
public static void RefreshDelayed(ImportAssetOptions options) { }
// 再インポート(強制インポート) public void Reimport(ImportAssetOptions options = ImportAssetOptions.Default) { AssetDatabase.ImportAsset(AssetPath, options); }
public void ImportAsset(ImportAssetOptions Options) { AssetDatabase.ImportAsset(path, Options); }
public void ImportAsset(string fullPath, ImportAssetOptions options = ImportAssetOptions.Default) { string assetPath = ABConverter.PathUtils.FullPathToAssetPath(fullPath); UnityEditor.AssetDatabase.ImportAsset(assetPath, options); }
// Returns true if files were updated public static bool CheckForUpdates(bool bForce = false, bool bFromMenu = false, bool bSynchronous = false) { HelperDelegates.IgorJobConfig_SetWasMenuTriggered(bFromMenu); if (CheckForOneTimeForcedUpgrade()) { MoveConfigsFromOldLocation(); bForce = true; } if (!bDontUpdate || bForce) { UpdatedContent.Clear(); bool bMajorUpgrade = false; if (!HelperDelegates.bIsValid) { UpdateCore(); bMajorUpgrade = true; } bool bNeedsRebuild = bMajorUpgrade || SelfUpdate(out bMajorUpgrade); bNeedsRebuild = bMajorUpgrade || UpdateCore() || bNeedsRebuild; bNeedsRebuild = bMajorUpgrade || UpdateModules() || bNeedsRebuild; if (CheckForOneTimeForcedUpgrade()) { RemoveOldDirectory(); bNeedsRebuild = true; } if (bNeedsRebuild) { HelperDelegates.IgorJobConfig_SetBoolParam("restartingfromupdate", true); string UpdatedContentString = "The following Igor content was "; if (bAlwaysUpdate) { UpdatedContentString += "forcibly "; } UpdatedContentString += "updated via "; if (bLocalDownload) { UpdatedContentString += "local copy from " + LocalPrefix; } else { UpdatedContentString += "remote copy from GitHub"; } UpdatedContentString += ", refreshing AssetDatabase:\n"; foreach (var content in UpdatedContent) { UpdatedContentString += content + "\n"; } Debug.Log("Igor Log: " + UpdatedContentString); ImportAssetOptions options = bSynchronous ? ImportAssetOptions.ForceSynchronousImport : ImportAssetOptions.Default; AssetDatabase.Refresh(options); } return(bNeedsRebuild); } return(false); }
public void Refresh(ImportAssetOptions options = ImportAssetOptions.Default) { UnityEditor.AssetDatabase.Refresh(options); }