public override Scene Process(Scene input, ContentProcessorContext context) { Dictionary <int, UnityObject> idMap = new Dictionary <int, UnityObject>(); input.AfterLoad(idMap); scene = input; // Create static batch renderers CreateStaticBatchRenderers(context, idMap); PurgeColliders(); foreach (Component cmp in scene.components) { Type tp = cmp.GetType(); if (!assembliesUsed.Contains(tp.Assembly)) { assembliesUsed.Add(tp.Assembly); } } TypeSet tc = new TypeSet(); foreach (Assembly ass in assembliesUsed) { foreach (Type type in ass.GetTypes()) { tc.Add(type); } } scene.typeCaps = tc.ToList(); Application.Reset(); scene.hasBeenProcessed = true; return(input); }