public override void OnImportAsset(AssetImportContext ctx) { try { ctx.DependsOnCustomDependency("EntityBinaryFileFormatVersion"); var sceneWithBuildConfiguration = SceneWithBuildConfigurationGUIDs.ReadFromFile(ctx.assetPath); // Ensure we have as many dependencies as possible registered early in case an exception is thrown var scenePath = AssetDatabase.GUIDToAssetPath(sceneWithBuildConfiguration.SceneGUID.ToString()); ctx.DependsOnSourceAsset(scenePath); if (sceneWithBuildConfiguration.BuildConfiguration.IsValid) { var buildConfigurationPath = AssetDatabase.GUIDToAssetPath(sceneWithBuildConfiguration.BuildConfiguration.ToString()); ctx.DependsOnSourceAsset(buildConfigurationPath); var buildConfigurationDependencies = AssetDatabase.GetDependencies(buildConfigurationPath); foreach (var dependency in buildConfigurationDependencies) { ctx.DependsOnSourceAsset(dependency); } } var dependencies = AssetDatabase.GetDependencies(scenePath); foreach (var dependency in dependencies) { if (dependency.ToLower().EndsWith(".prefab")) { ctx.DependsOnSourceAsset(dependency); } } var config = BuildConfiguration.LoadAsset(sceneWithBuildConfiguration.BuildConfiguration); var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive); try { var settings = new GameObjectConversionSettings(); settings.SceneGUID = sceneWithBuildConfiguration.SceneGUID; settings.BuildConfiguration = config; settings.AssetImportContext = ctx; var sectionRefObjs = new List <ReferencedUnityObjects>(); var sectionData = EditorEntityScenes.ConvertAndWriteEntityScene(scene, settings, sectionRefObjs); WriteRefGuids(sectionRefObjs, sectionData, ctx); } finally { EditorSceneManager.CloseScene(scene, true); } } // Currently it's not acceptable to let the asset database catch the exception since it will create a default asset without any dependencies // This means a reimport will not be triggered if the scene is subsequently modified catch (Exception e) { Debug.Log($"Exception thrown during SubScene import: {e}"); } }
public override void OnImportAsset(AssetImportContext ctx) { try { ctx.DependsOnCustomDependency("EntityBinaryFileFormatVersion"); ctx.DependsOnCustomDependency("SceneMetaDataFileFormatVersion"); ctx.DependsOnSourceAsset(EntitiesCacheUtility.globalEntitySceneDependencyPath); var sceneWithBuildConfiguration = SceneWithBuildConfigurationGUIDs.ReadFromFile(ctx.assetPath); // Ensure we have as many dependencies as possible registered early in case an exception is thrown var scenePath = AssetDatabase.GUIDToAssetPath(sceneWithBuildConfiguration.SceneGUID.ToString()); ctx.DependsOnSourceAsset(scenePath); if (sceneWithBuildConfiguration.BuildConfiguration.IsValid) { var buildConfigurationPath = AssetDatabase.GUIDToAssetPath(sceneWithBuildConfiguration.BuildConfiguration.ToString()); ctx.DependsOnSourceAsset(buildConfigurationPath); var buildConfigurationDependencies = AssetDatabase.GetDependencies(buildConfigurationPath); foreach (var dependency in buildConfigurationDependencies) { ctx.DependsOnSourceAsset(dependency); } } var dependencies = AssetDatabase.GetDependencies(scenePath); foreach (var dependency in dependencies) { if (dependency.ToLower().EndsWith(".prefab")) { ctx.DependsOnSourceAsset(dependency); } } var config = BuildConfiguration.LoadAsset(sceneWithBuildConfiguration.BuildConfiguration); var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive); try { var settings = new GameObjectConversionSettings(); settings.SceneGUID = sceneWithBuildConfiguration.SceneGUID; settings.BuildConfiguration = config; settings.AssetImportContext = ctx; settings.FilterFlags = WorldSystemFilterFlags.HybridGameObjectConversion; WriteEntitySceneSettings writeEntitySettings = new WriteEntitySceneSettings(); if (config != null && config.TryGetComponent <DotsRuntimeBuildProfile>(out var profile)) { if (config.TryGetComponent <DotsRuntimeRootAssembly>(out var rootAssembly)) { ctx.DependsOnSourceAsset(AssetDatabase.GetAssetPath(rootAssembly.RootAssembly.asset)); EditorSceneManager.SetActiveScene(scene); writeEntitySettings.Codec = Codec.LZ4; writeEntitySettings.IsDotsRuntime = true; writeEntitySettings.BuildAssemblyCache = new BuildAssemblyCache() { BaseAssemblies = rootAssembly.RootAssembly.asset, PlatformName = profile.Target.UnityPlatformName }; settings.FilterFlags = WorldSystemFilterFlags.DotsRuntimeGameObjectConversion; } } var sectionRefObjs = new List <ReferencedUnityObjects>(); var sectionData = EditorEntityScenes.ConvertAndWriteEntitySceneInternal(scene, settings, sectionRefObjs, writeEntitySettings); WriteAssetDependencyGUIDs(sectionRefObjs, sectionData, ctx); } finally { EditorSceneManager.CloseScene(scene, true); } } // Currently it's not acceptable to let the asset database catch the exception since it will create a default asset without any dependencies // This means a reimport will not be triggered if the scene is subsequently modified catch (Exception e) { Debug.Log($"Exception thrown during SubScene import: {e}"); } }
public override void OnImportAsset(AssetImportContext ctx) { try { var sceneWithBuildConfiguration = SceneWithBuildConfigurationGUIDs.ReadFromFile(ctx.assetPath); // Ensure we have as many dependencies as possible registered early in case an exception is thrown EditorEntityScenes.AddEntityBinaryFileDependencies(ctx, sceneWithBuildConfiguration.BuildConfiguration); EditorEntityScenes.DependOnSceneGameObjects(sceneWithBuildConfiguration.SceneGUID, ctx); var config = BuildConfiguration.LoadAsset(sceneWithBuildConfiguration.BuildConfiguration); var scenePath = AssetDatabaseCompatibility.GuidToPath(sceneWithBuildConfiguration.SceneGUID); var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive); try { EditorSceneManager.SetActiveScene(scene); var settings = new GameObjectConversionSettings(); settings.SceneGUID = sceneWithBuildConfiguration.SceneGUID; if (!sceneWithBuildConfiguration.IsBuildingForEditor) { settings.ConversionFlags |= GameObjectConversionUtility.ConversionFlags.IsBuildingForPlayer; } settings.BuildConfiguration = config; settings.AssetImportContext = ctx; settings.FilterFlags = WorldSystemFilterFlags.HybridGameObjectConversion; WriteEntitySceneSettings writeEntitySettings = new WriteEntitySceneSettings(); if (config != null && config.TryGetComponent <DotsRuntimeBuildProfile>(out var profile)) { if (config.TryGetComponent <DotsRuntimeRootAssembly>(out var rootAssembly)) { writeEntitySettings.Codec = Codec.LZ4; writeEntitySettings.IsDotsRuntime = true; writeEntitySettings.BuildAssemblyCache = new BuildAssemblyCache() { BaseAssemblies = rootAssembly.RootAssembly.asset, PlatformName = profile.Target.UnityPlatformName }; settings.FilterFlags = WorldSystemFilterFlags.DotsRuntimeGameObjectConversion; //Updating the root asmdef references or its references should re-trigger conversion ctx.DependsOnArtifact(AssetDatabase.GetAssetPath(rootAssembly.RootAssembly.asset)); foreach (var assemblyPath in writeEntitySettings.BuildAssemblyCache.AssembliesPath) { ctx.DependsOnArtifact(assemblyPath); } } } var sectionRefObjs = new List <ReferencedUnityObjects>(); var sectionData = EditorEntityScenes.ConvertAndWriteEntityScene(scene, settings, sectionRefObjs, writeEntitySettings); WriteAssetDependencyGUIDs(sectionRefObjs, sectionData, ctx); foreach (var objRefs in sectionRefObjs) { DestroyImmediate(objRefs); } } finally { EditorSceneManager.CloseScene(scene, true); } } // Currently it's not acceptable to let the asset database catch the exception since it will create a default asset without any dependencies // This means a reimport will not be triggered if the scene is subsequently modified catch (Exception e) { Debug.Log($"Exception thrown during SubScene import: {e}"); } }