private static void SaveTextures(List <Texture2D> textures, PtAsset asset) { for (int i = 0; i < textures.Count; ++i) { AssetDatabase.AddObjectToAsset(textures[i], asset); } }
private static void SaveMaterials(List <Material> materials, PtAsset asset) { for (int i = 0; i < materials.Count; ++i) { AssetDatabase.AddObjectToAsset(materials[i], asset); } }
private static void SaveMeshes(List <Mesh> meshes, PtAsset asset) { for (int i = 0; i < meshes.Count; ++i) { AssetDatabase.AddObjectToAsset(meshes[i], asset); } }
// Save like so: // PtAsset (references GameObject) // Meshes, Textures, Materials // GameObject // References sub-asset meshes in PtAsset // // Does not currently handle replacement static void SaveAsSeparateWithMeshesInAsset( ImportGltf.GltfImportResult result, string assetPath, string prefabPath) { Directory.CreateDirectory(Path.GetDirectoryName(assetPath)); Directory.CreateDirectory(Path.GetDirectoryName(prefabPath)); GameObject prefabToReplace = null; { PtAsset assetToReplace = AssetDatabase.LoadAssetAtPath <PtAsset>(assetPath); if (assetToReplace != null) { if (assetToReplace.assetPrefab == null) { Debug.LogErrorFormat("Couldn't find prefab for asset {0}.", assetToReplace); return; } prefabToReplace = assetToReplace.assetPrefab; } } PtAsset ptAsset = ScriptableObject.CreateInstance <PtAsset>(); ptAsset.title = "bogus title"; // Must make ptAsset a real asset before adding objects to it AssetDatabase.CreateAsset(ptAsset, assetPath); // Should make meshes real assets before saving them into a prefab AddResultsToAsset(result, ptAsset); AssetDatabase.ImportAsset(assetPath); // Create prefab after meshes are safely ensconced as assets result.root.AddComponent <PtAssetObject>().asset = ptAsset; GameObject newPrefab = null; if (prefabToReplace != null) { // Replace the existing prefab with our new object, without breaking prefab connections. // There's nothing but prefab in the asset so we don't need to worry about clearing // anything else out. newPrefab = PrefabUtility.ReplacePrefab( result.root, prefabToReplace, ReplacePrefabOptions.ReplaceNameBased); } else { if (File.Exists(prefabPath)) { // Could probably handle this like the case above; replace it. Debug.LogErrorFormat("Unexpected: overwriting a prefab {0}", prefabPath); } else { newPrefab = PrefabUtility.CreatePrefab(prefabPath, result.root); } } ptAsset.assetPrefab = newPrefab; EditorUtility.SetDirty(ptAsset); // Maybe not needed? AssetDatabase.Refresh(); }
/// <summary> /// Scans the project for PtAsset assets marked as third-party and generates an attributions /// file in the user's Resources directory containing a list of those resources, the names /// of the authors and links to the original creations. /// </summary> public static void Generate(bool showUi) { string fileFullPath = Path.Combine(PtUtils.ToAbsolutePath(PtSettings.Instance.resourcesPath), AttributionGeneration.ATTRIB_FILE_NAME); string[] assetGuids = AssetDatabase.FindAssets(PtAsset.FilterString); // List of assets that are licensed under Creative Commons (require attribution). List <PtAsset> ccByAssets = new List <PtAsset>(); foreach (string assetGuid in assetGuids) { string localPath = AssetDatabase.GUIDToAssetPath(assetGuid); PtAsset ptAsset = AssetDatabase.LoadAssetAtPath <PtAsset>(localPath); if (ptAsset != null && ptAsset.license == PolyAssetLicense.CREATIVE_COMMONS_BY) { ccByAssets.Add(ptAsset); } } if (ccByAssets.Count == 0) { // No need for an attribution file. if (File.Exists(fileFullPath)) { File.Delete(fileFullPath); } if (showUi) { EditorUtility.DisplayDialog("No Assets Require Attribution", "No Poly assets were found in the project that require attribution. " + "No attribution file was generated.", "OK"); } return; } Directory.CreateDirectory(Path.GetDirectoryName(fileFullPath)); StringBuilder sb = new StringBuilder(); sb.AppendLine(AttributionGeneration.FILE_HEADER); ccByAssets.Sort((PtAsset a, PtAsset b) => { return(a.title.CompareTo(b.title)); }); foreach (PtAsset ptAsset in ccByAssets) { sb.AppendLine(); sb.Append(AttributionGeneration.GenerateAttributionString(ptAsset.title, ptAsset.author, ptAsset.url, AttributionGeneration.CC_BY_LICENSE)).AppendLine(); } File.WriteAllText(fileFullPath, sb.ToString()); if (showUi) { EditorUtility.DisplayDialog("File Generated", "Attributions file generated at:\n" + fileFullPath + ".\n\nYou can load this file at runtime " + "and display it with Resources.Load().", "OK"); } }
// Save like so: // GameObject // Meshes, Textures, Materials // Sub-objects reference sibling meshes // PtAsset references the top-level prefab // // When replacing an existing prefab: // - scene objects that reference the prefab get properly updated // - Unless explicitly destroyed, old meshes stick around in the prefab and are // not replaced (so the prefab has many meshes with duplicate names) // - Scene objects that reference mesh sub-assets keep referencing the same mesh // (if they are left around) or get dangling mesh references (if they are destroyed) // There is no known way to replace the existing meshes by name or otherwise, // unless we implement it manually (eg by mutating the mesh sub-assets) // static void SaveAsSinglePrefab( ImportGltf.GltfImportResult result, string prefabPath) { Directory.CreateDirectory(Path.GetDirectoryName(prefabPath)); PtAsset ptAsset = ScriptableObject.CreateInstance <PtAsset>(); ptAsset.name = Path.GetFileName(prefabPath).Replace(".prefab", ""); GameObject oldPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(prefabPath); GameObject prefab = null; if (oldPrefab == null) { // Chicken and egg problem: the Meshes aren't assets yet, so refs to them will dangle prefab = PrefabUtility.CreatePrefab(prefabPath, result.root); AddResultsToAsset(result, prefab); // This fixes up the dangling refs prefab = PrefabUtility.ReplacePrefab(result.root, prefab); } else { // ReplacePrefab only removes the GameObjects from the asset. // Clear out all non-prefab junk (ie, meshes), because otherwise it piles up. // The main difference between LoadAllAssetRepresentations and LoadAllAssets // is that the former returns MonoBehaviours and the latter does not. foreach (var obj in AssetDatabase.LoadAllAssetRepresentationsAtPath(prefabPath)) { if (!(obj is GameObject)) { Object.DestroyImmediate(obj, allowDestroyingAssets: true); } } AddResultsToAsset(result, oldPrefab); prefab = PrefabUtility.ReplacePrefab( result.root, oldPrefab, ReplacePrefabOptions.ReplaceNameBased); } AssetDatabase.AddObjectToAsset(ptAsset, prefab); ptAsset.assetPrefab = prefab; EditorUtility.SetDirty(ptAsset); AssetDatabase.ImportAsset(prefabPath); }
/// <summary> /// Executes the given import request, producing a PtAsset and a prefab. /// </summary> /// <param name="request">The request to perform.</param> private static void ExecuteImportRequest(ImportRequest request) { PtDebug.LogFormat("Executing import request: {0}", request); string gltfFullPath = PtUtils.ToAbsolutePath(request.gltfLocalPath); string assetLocalPath = request.ptAssetLocalPath; string assetFullPath = PtUtils.ToAbsolutePath(assetLocalPath); PtAsset assetToReplace = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath); GameObject prefabToReplace = null; if (assetToReplace != null) { if (assetToReplace.assetPrefab == null) { Debug.LogErrorFormat("Couldn't find prefab for asset {0}.", assetToReplace); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab not found"); return; } prefabToReplace = assetToReplace.assetPrefab; } // Determine if file is glTF2 or glTF1. bool isGltf2 = Path.GetExtension(request.gltfLocalPath) == ".gltf2"; // First, import the GLTF and build a GameObject from it. EditorUtility.DisplayProgressBar(PROGRESS_BAR_TITLE, PROGRESS_BAR_TEXT, 0.5f); // Use a SanitizedPath stream loader because any format file we have downloaded and saved to disk we // have replaced the original relative path string with the MD5 string hash. This custom stream loader // will always convert uris passed to it to this hash value, and read them from there. IUriLoader binLoader = new HashedPathBufferedStreamLoader(Path.GetDirectoryName(gltfFullPath)); ImportGltf.GltfImportResult result = null; using (TextReader reader = new StreamReader(gltfFullPath)) { result = ImportGltf.Import(isGltf2 ? GltfSchemaVersion.GLTF2 : GltfSchemaVersion.GLTF1, reader, binLoader, request.options.baseOptions); } EditorUtility.ClearProgressBar(); string baseName = PtUtils.GetPtAssetBaseName(request.polyAsset); result.root.name = baseName; // Create the asset (delete it first if it exists). if (File.Exists(assetFullPath)) { AssetDatabase.DeleteAsset(assetLocalPath); // If we are replacing an existing asset, we should rename the replacement to the new name, // since the name reflects the identity of the asset. So if the user is importing the asset // dog_a381b3g to replace what was previously cat_v81938.asset, the replacement file should // be named dog_a381b3g.asset, not cat_v81938.asset. assetLocalPath = PtUtils.GetDefaultPtAssetPath(request.polyAsset); assetFullPath = PtUtils.ToAbsolutePath(assetLocalPath); } Directory.CreateDirectory(Path.GetDirectoryName(assetFullPath)); // Create the new PtAsset and fill it in. AssetDatabase.CreateAsset(ScriptableObject.CreateInstance <PtAsset>(), assetLocalPath); PtAsset newAsset = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath); newAsset.name = baseName; newAsset.title = request.polyAsset.displayName ?? ""; newAsset.author = request.polyAsset.authorName ?? ""; newAsset.license = request.polyAsset.license; newAsset.url = request.polyAsset.Url; // Ensure the imported object has a PtAssetObject component which references the PtAsset. result.root.AddComponent <PtAssetObject>().asset = newAsset; // Add all the meshes to the PtAsset. SaveMeshes(result.meshes, newAsset); // If the asset has materials, save those to the PtAsset. if (result.materials != null) { SaveMaterials(result.materials, newAsset); } // If the asset has textures, save those to the PtAsset. if (result.textures != null) { SaveTextures(result.textures, newAsset); } // Reimport is required to ensure custom asset displays correctly. AssetDatabase.ImportAsset(assetLocalPath); GameObject newPrefab; if (prefabToReplace) { // Replace the existing prefab with our new object, without breaking prefab connections. newPrefab = PrefabUtility.ReplacePrefab(result.root, prefabToReplace, ReplacePrefabOptions.ReplaceNameBased); AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(newPrefab), baseName); } else { // Create a new prefab. // Prefab path is the same as the asset path but with the extension changed to '.prefab'. string prefabLocalPath = Regex.Replace(assetLocalPath, "\\.asset$", ".prefab"); if (!prefabLocalPath.EndsWith(".prefab")) { Debug.LogErrorFormat("Error: failed to compute prefab path for {0}", assetLocalPath); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab path error"); return; } newPrefab = PrefabUtility.CreatePrefab(prefabLocalPath, result.root); } // Now ensure the asset points to the prefab. newAsset.assetPrefab = newPrefab; if (newAsset.assetPrefab == null) { Debug.LogErrorFormat("Could not get asset prefab reference for asset {0}", newAsset); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab ref error"); } GameObject.DestroyImmediate(result.root); AssetDatabase.Refresh(); if (request.options.alsoInstantiate) { PrefabUtility.InstantiatePrefab(newPrefab); } PtDebug.LogFormat("GLTF import complete: {0}", request); PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_SUCCESSFUL, isGltf2 ? "GLTF2" : "GLTF1"); // If this is a third-party asset, we need to update the attributions file. AttributionFileGenerator.Generate(/* showUi */ false); EditorWindow.GetWindow <AssetBrowserWindow>().HandleAssetImported(request.polyAsset.name); // Select the prefab in the editor so the user knows where it is. AssetDatabase.Refresh(); Selection.activeObject = newPrefab; EditorGUIUtility.PingObject(newPrefab); }