/// <summary> /// Gets all the meshes and outputs to a string (even grabbing the child of each gameObject) /// </summary> /// <returns>The mesh to string.</returns> /// <param name="gameObj">GameObject Parent.</param> /// <param name="materials">Every Material in the parent that can be accessed.</param> /// <param name="objects">The StringBuidler to create objects for the FBX file.</param> /// <param name="connections">The StringBuidler to create connections for the FBX file.</param> /// <param name="parentObject">Parent object, if left null this is the top parent.</param> /// <param name="parentModelId">Parent model id, 0 if top parent.</param> public static long GetMeshToString(GameObject gameObj, Material[] materials, ref StringBuilder objects, ref StringBuilder connections, GameObject parentObject = null, long parentModelId = 0) { StringBuilder tempObjectSb = new StringBuilder(); StringBuilder tempConnectionsSb = new StringBuilder(); long geometryId = FBXExporter.GetRandomFBXId(); long modelId = FBXExporter.GetRandomFBXId(); // Sees if there is a mesh to export and add to the system MeshFilter filter = gameObj.GetComponent <MeshFilter>(); SkinnedMeshRenderer skinnedMesh = gameObj.GetComponent <SkinnedMeshRenderer>(); // The mesh to export is this level's mesh that is going to be exported Mesh meshToExport = new Mesh(); if (filter != null) { meshToExport = filter.sharedMesh; } else if (skinnedMesh != null) // If this object has a skinned mesh on it, bake that mesh into whatever pose it is at and add it as a new mesh to export { meshToExport = new Mesh(); skinnedMesh.BakeMesh(meshToExport); } if (meshToExport == null) { Debug.LogError("Couldn't find a mesh to export"); } string meshName = gameObj.name; // A NULL parent means that the gameObject is at the top string isMesh = "Null"; if (meshToExport != null) { meshName = meshToExport.name; isMesh = "Mesh"; } if (filter != null) { if (filter.sharedMesh == null) { // The MeshFilter has no mesh assigned, so treat it like an FBX Null node. filter = null; } else { meshName = filter.sharedMesh.name; isMesh = "Mesh"; } } // If we've got a skinned mesh without a name, give it a random name if (meshName == "" && skinnedMesh != null) { meshName = "Skinned Mesh " + Random.Range(0, 1000000); } if (parentModelId == 0) { tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::RootNode"); } else { tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::USING PARENT"); } tempConnectionsSb.AppendLine("\tC: \"OO\"," + modelId + "," + parentModelId); tempConnectionsSb.AppendLine(); tempObjectSb.AppendLine("\tModel: " + modelId + ", \"Model::" + gameObj.name + "\", \"" + isMesh + "\" {"); tempObjectSb.AppendLine("\t\tVersion: 232"); tempObjectSb.AppendLine("\t\tProperties70: {"); tempObjectSb.AppendLine("\t\t\tP: \"RotationOrder\", \"enum\", \"\", \"\",4"); tempObjectSb.AppendLine("\t\t\tP: \"RotationActive\", \"bool\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); tempObjectSb.AppendLine("\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",0"); // ===== Local Translation Offset ========= Vector3 position = gameObj.transform.localPosition; tempObjectSb.Append("\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A+\","); // Append the X Y Z coords to the system tempObjectSb.AppendFormat("{0},{1},{2}", FE.FBXFormat(position.x * -1), FE.FBXFormat(position.y), FE.FBXFormat(position.z)); tempObjectSb.AppendLine(); // Rotates the object correctly from Unity space Vector3 localRotation = gameObj.transform.localEulerAngles; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A+\",{0},{1},{2}", FE.FBXFormat(localRotation.x), FE.FBXFormat(localRotation.y * -1), FE.FBXFormat(-1 * localRotation.z)); tempObjectSb.AppendLine(); // Adds the local scale of this object Vector3 localScale = gameObj.transform.localScale; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",{0},{1},{2}", FE.FBXFormat(localScale.x), FE.FBXFormat(localScale.y), FE.FBXFormat(localScale.z)); tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\tP: \"currentUVSet\", \"KString\", \"\", \"U\", \"map1\""); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t\tShading: T"); tempObjectSb.AppendLine("\t\tCulling: \"CullingOff\""); tempObjectSb.AppendLine("\t}"); // Adds in geometry if it exists, if it it does not exist, this is a empty gameObject file and skips over this if (meshToExport != null) { Mesh mesh = meshToExport; // ================================= // General Geometry Info // ================================= // Generate the geometry information for the mesh created tempObjectSb.AppendLine("\tGeometry: " + geometryId + ", \"Geometry::\", \"Mesh\" {"); // ===== WRITE THE VERTICIES ===== Vector3[] verticies = mesh.vertices; int vertCount = mesh.vertexCount * 3; // <= because the list of points is just a list of comma seperated values, we need to multiply by three tempObjectSb.AppendLine("\t\tVertices: *" + vertCount + " {"); tempObjectSb.Append("\t\t\ta: "); for (int i = 0; i < verticies.Length; i++) { if (i > 0) { tempObjectSb.Append(","); } // Points in the verticies. We also reverse the x value because Unity has a reverse X coordinate tempObjectSb.AppendFormat("{0},{1},{2}", FE.FBXFormat(verticies[i].x * -1), FE.FBXFormat(verticies[i].y), FE.FBXFormat(verticies[i].z)); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); // ======= WRITE THE TRIANGLES ======== int triangleCount = mesh.triangles.Length; int[] triangles = mesh.triangles; tempObjectSb.AppendLine("\t\tPolygonVertexIndex: *" + triangleCount + " {"); // Write triangle indexes tempObjectSb.Append("\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // To get the correct normals, must rewind the triangles since we flipped the x direction tempObjectSb.AppendFormat("{0},{1},{2}", triangles[i], triangles[i + 2], (triangles[i + 1] * -1) - 1); // <= Tells the poly is ended } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); tempObjectSb.AppendLine("\t\tGeometryVersion: 124"); tempObjectSb.AppendLine("\t\tLayerElementNormal: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"Direct\""); // ===== WRITE THE NORMALS ========== Vector3[] normals = mesh.normals; tempObjectSb.AppendLine("\t\t\tNormals: *" + (triangleCount * 3) + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // To get the correct normals, must rewind the normal triangles like the triangles above since x was flipped Vector3 newNormal = normals[triangles[i]]; tempObjectSb.AppendFormat("{0},{1},{2},", FE.FBXFormat(newNormal.x * -1), // Switch normal as is tradition FE.FBXFormat(newNormal.y), FE.FBXFormat(newNormal.z)); newNormal = normals[triangles[i + 2]]; tempObjectSb.AppendFormat("{0},{1},{2},", FE.FBXFormat(newNormal.x * -1), // Switch normal as is tradition FE.FBXFormat(newNormal.y), FE.FBXFormat(newNormal.z)); newNormal = normals[triangles[i + 1]]; tempObjectSb.AppendFormat("{0},{1},{2}", FE.FBXFormat(newNormal.x * -1), // Switch normal as is tradition FE.FBXFormat(newNormal.y), FE.FBXFormat(newNormal.z)); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // ===== WRITE THE COLORS ===== bool containsColors = mesh.colors.Length == verticies.Length; if (containsColors) { Color[] colors = mesh.colors; Dictionary <Color, int> colorTable = new Dictionary <Color, int>(); // reducing amount of data by only keeping unique colors. int idx = 0; // build index table of all the different colors present in the mesh for (int i = 0; i < colors.Length; i++) { if (!colorTable.ContainsKey(colors[i])) { colorTable[colors[i]] = idx; idx++; } } tempObjectSb.AppendLine("\t\tLayerElementColor: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"Col\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tColors: *" + colorTable.Count * 4 + " {"); tempObjectSb.Append("\t\t\t\ta: "); bool first = true; foreach (KeyValuePair <Color, int> color in colorTable) { if (!first) { tempObjectSb.Append(","); } tempObjectSb.AppendFormat("{0},{1},{2},{3}", FE.FBXFormat(color.Key.r), FE.FBXFormat(color.Key.g), FE.FBXFormat(color.Key.b), FE.FBXFormat(color.Key.a)); first = false; } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // Color index tempObjectSb.AppendLine("\t\t\tColorIndex: *" + triangles.Length + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangles.Length; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; // Find the color index related to that vertice index index1 = colorTable[colors[index1]]; index2 = colorTable[colors[index2]]; index3 = colorTable[colors[index3]]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); } else { Debug.LogWarning("Mesh contains " + mesh.vertices.Length + " vertices for " + mesh.colors.Length + " colors. Skip color export"); } // ================ UV CREATION ========================= // -- UV 1 Creation int uvLength = mesh.uv.Length; Vector2[] uvs = mesh.uv; tempObjectSb.AppendLine("\t\tLayerElementUV: 0 {"); // the Zero here is for the first UV map tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"map1\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tUV: *" + uvLength * 2 + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < uvLength; i++) { if (i > 0) { tempObjectSb.Append(","); } tempObjectSb.AppendFormat("{0},{1}", FE.FBXFormat(uvs[i].x), FE.FBXFormat(uvs[i].y)); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // UV tile index coords tempObjectSb.AppendLine("\t\t\tUVIndex: *" + triangleCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // -- UV 2 Creation // TODO: Add UV2 Creation here // -- Smoothing // TODO: Smoothing doesn't seem to do anything when importing. This maybe should be added. -KBH // ============ MATERIALS ============= tempObjectSb.AppendLine("\t\tLayerElementMaterial: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygon\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); int totalFaceCount = 0; // So by polygon means that we need 1/3rd of how many indicies we wrote. int numberOfSubmeshes = mesh.subMeshCount; StringBuilder submeshesSb = new StringBuilder(); // For just one submesh, we set them all to zero if (numberOfSubmeshes == 1) { int numFaces = triangles.Length / 3; for (int i = 0; i < numFaces; i++) { submeshesSb.Append("0,"); totalFaceCount++; } } else { List <int[]> allSubmeshes = new List <int[]>(); // Load all submeshes into a space for (int i = 0; i < numberOfSubmeshes; i++) { allSubmeshes.Add(mesh.GetIndices(i)); } // TODO: Optimize this search pattern for (int i = 0; i < triangles.Length; i += 3) { for (int subMeshIndex = 0; subMeshIndex < allSubmeshes.Count; subMeshIndex++) { bool breaker = false; for (int n = 0; n < allSubmeshes[subMeshIndex].Length; n += 3) { if (triangles[i] == allSubmeshes[subMeshIndex][n] && triangles[i + 1] == allSubmeshes[subMeshIndex][n + 1] && triangles[i + 2] == allSubmeshes[subMeshIndex][n + 2]) { submeshesSb.Append(subMeshIndex.ToString()); submeshesSb.Append(","); totalFaceCount++; break; } if (breaker) { break; } } } } } tempObjectSb.AppendLine("\t\t\tMaterials: *" + totalFaceCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); tempObjectSb.AppendLine(submeshesSb.ToString()); tempObjectSb.AppendLine("\t\t\t} "); tempObjectSb.AppendLine("\t\t}"); // ============= INFORMS WHAT TYPE OF LATER ELEMENTS ARE IN THIS GEOMETRY ================= tempObjectSb.AppendLine("\t\tLayer: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 100"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementNormal\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementMaterial\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementTexture\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); if (containsColors) { tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementColor\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); } tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); // TODO: Here we would add UV layer 1 for ambient occlusion UV file // tempObjectSb.AppendLine("\t\t\tLayerElement: {"); // tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); // tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 1"); // tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t}"); // Add the connection for the model to the geometry so it is attached the right mesh tempConnectionsSb.AppendLine("\t;Geometry::, Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + geometryId + "," + modelId); tempConnectionsSb.AppendLine(); // Add the connection of all the materials in order of submesh MeshRenderer meshRenderer = gameObj.GetComponent <MeshRenderer>(); if (meshRenderer != null) { Material[] allMaterialsInThisMesh = meshRenderer.sharedMaterials; for (int i = 0; i < allMaterialsInThisMesh.Length; i++) { Material mat = allMaterialsInThisMesh[i]; int referenceId = Mathf.Abs(mat.GetInstanceID()); if (mat == null) { Debug.LogError("ERROR: the game object " + gameObj.name + " has an empty material on it. This will export problematic files. Please fix and reexport"); continue; } tempConnectionsSb.AppendLine("\t;Material::" + mat.name + ", Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + referenceId + "," + modelId); tempConnectionsSb.AppendLine(); } } } // Recursively add all the other objects to the string that has been built. for (int i = 0; i < gameObj.transform.childCount; i++) { GameObject childObject = gameObj.transform.GetChild(i).gameObject; FBXUnityMeshGetter.GetMeshToString(childObject, materials, ref tempObjectSb, ref tempConnectionsSb, gameObj, modelId); } objects.Append(tempObjectSb.ToString()); connections.Append(tempConnectionsSb.ToString()); return(modelId); }
/// <summary> /// Finds all materials in a gameobject and writes them to a string that can be read by the FBX writer /// </summary> /// <param name="gameObj">Parent GameObject being exported.</param> /// <param name="newPath">The path to export to.</param> /// <param name="materials">Materials which were written to this fbx file.</param> /// <param name="matObjects">The material objects to write to the file.</param> /// <param name="connections">The connections to write to the file.</param> public static void GetAllMaterialsToString(GameObject gameObj, string newPath, bool copyMaterials, bool copyTextures, out Material[] materials, out string matObjects, out string connections) { StringBuilder tempObjectSb = new StringBuilder(); StringBuilder tempConnectionsSb = new StringBuilder(); // Need to get all unique materials for the submesh here and then write them in //@cartzhang modify.As meshrender and skinnedrender is same level in inherit relation shape. // if not check,skinned render ,may lost some materials. Renderer[] meshRenders = gameObj.GetComponentsInChildren <Renderer>(); List <Material> uniqueMaterials = new List <Material>(); // Gets all the unique materials within this GameObject Hierarchy for (int i = 0; i < meshRenders.Length; i++) { for (int n = 0; n < meshRenders[i].sharedMaterials.Length; n++) { Material mat = meshRenders[i].sharedMaterials[n]; if (uniqueMaterials.Contains(mat) == false && mat != null) { uniqueMaterials.Add(mat); } } } for (int i = 0; i < uniqueMaterials.Count; i++) { Material mat = uniqueMaterials[i]; // We rename the material if it is being copied string materialName = mat.name; if (copyMaterials) { materialName = gameObj.name + "_" + mat.name; } int referenceId = Mathf.Abs(mat.GetInstanceID()); tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\tMaterial: " + referenceId + ", \"Material::" + materialName + "\", \"\" {"); tempObjectSb.AppendLine("\t\tVersion: 102"); tempObjectSb.AppendLine("\t\tShadingModel: \"phong\""); tempObjectSb.AppendLine("\t\tMultiLayer: 0"); tempObjectSb.AppendLine("\t\tProperties70: {"); tempObjectSb.AppendFormat("\t\t\tP: \"Diffuse\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", FE.FBXFormat(mat.color.r), FE.FBXFormat(mat.color.g), FE.FBXFormat(mat.color.b)); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"DiffuseColor\", \"Color\", \"\", \"A\",{0},{1},{2}", FE.FBXFormat(mat.color.r), FE.FBXFormat(mat.color.g), FE.FBXFormat(mat.color.b)); tempObjectSb.AppendLine(); // TODO: Figure out if this property can be written to the FBX file // if(mat.HasProperty("_MetallicGlossMap")) // { // Debug.Log("has metallic gloss map"); // Color color = mat.GetColor("_Color"); // tempObjectSb.AppendFormat("\t\t\tP: \"Specular\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", color.r, color.g, color.r); // tempObjectSb.AppendLine(); // tempObjectSb.AppendFormat("\t\t\tP: \"SpecularColor\", \"ColorRGB\", \"Color\", \" \",{0},{1},{2}", color.r, color.g, color.b); // tempObjectSb.AppendLine(); // } if (mat.HasProperty("_SpecColor")) { Color color = mat.GetColor("_SpecColor"); tempObjectSb.AppendFormat("\t\t\tP: \"Specular\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", FE.FBXFormat(color.r), FE.FBXFormat(color.g), FE.FBXFormat(color.r)); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"SpecularColor\", \"ColorRGB\", \"Color\", \" \",{0},{1},{2}", FE.FBXFormat(color.r), FE.FBXFormat(color.g), FE.FBXFormat(color.b)); tempObjectSb.AppendLine(); } if (mat.HasProperty("_Mode")) { Color color = Color.white; switch ((int)mat.GetFloat("_Mode")) { case 0: // Map is opaque break; case 1: // Map is a cutout // TODO: Add option if it is a cutout break; case 2: // Map is a fade color = mat.GetColor("_Color"); tempObjectSb.AppendFormat("\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",{0},{1},{2}", FE.FBXFormat(color.r), FE.FBXFormat(color.g), FE.FBXFormat(color.b)); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"Opacity\", \"double\", \"Number\", \"\",{0}", FE.FBXFormat(color.a)); tempObjectSb.AppendLine(); break; case 3: // Map is transparent color = mat.GetColor("_Color"); tempObjectSb.AppendFormat("\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",{0},{1},{2}", FE.FBXFormat(color.r), FE.FBXFormat(color.g), FE.FBXFormat(color.b)); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"Opacity\", \"double\", \"Number\", \"\",{0}", FE.FBXFormat(color.a)); tempObjectSb.AppendLine(); break; } } // NOTE: Unity doesn't currently import this information (I think) from an FBX file. if (mat.HasProperty("_EmissionColor")) { Color color = mat.GetColor("_EmissionColor"); tempObjectSb.AppendFormat("\t\t\tP: \"Emissive\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", FE.FBXFormat(color.r), FE.FBXFormat(color.g), FE.FBXFormat(color.b)); tempObjectSb.AppendLine(); float averageColor = (color.r + color.g + color.b) / 3f; tempObjectSb.AppendFormat("\t\t\tP: \"EmissiveFactor\", \"Number\", \"\", \"A\",{0}", FE.FBXFormat(averageColor)); tempObjectSb.AppendLine(); } // TODO: Add these to the file based on their relation to the PBR files // tempObjectSb.AppendLine("\t\t\tP: \"AmbientColor\", \"Color\", \"\", \"A\",0,0,0"); // tempObjectSb.AppendLine("\t\t\tP: \"ShininessExponent\", \"Number\", \"\", \"A\",6.31179285049438"); // tempObjectSb.AppendLine("\t\t\tP: \"Ambient\", \"Vector3D\", \"Vector\", \"\",0,0,0"); // tempObjectSb.AppendLine("\t\t\tP: \"Shininess\", \"double\", \"Number\", \"\",6.31179285049438"); // tempObjectSb.AppendLine("\t\t\tP: \"Reflectivity\", \"double\", \"Number\", \"\",0"); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t}"); string textureObjects; string textureConnections; SerializedTextures(gameObj, newPath, mat, materialName, copyTextures, out textureObjects, out textureConnections); tempObjectSb.Append(textureObjects); tempConnectionsSb.Append(textureConnections); } materials = uniqueMaterials.ToArray <Material>(); matObjects = tempObjectSb.ToString(); connections = tempConnectionsSb.ToString(); }