// File serialization public Mesh saveMesh(Mesh mesh, string objectName = "Scene") { string baseName = GLTFUtils.cleanName(objectName + ".asset"); string fullPath = Path.Combine(_importMeshesDirectory, baseName); string meshProjectPath = GLTFUtils.getPathProjectFromAbsolute(fullPath); serializeAsset(mesh, meshProjectPath, fullPath, true); return(AssetDatabase.LoadAssetAtPath(meshProjectPath, typeof(Mesh)) as Mesh); }
public Texture2D saveTexture(Texture2D texture, int index = -1, string imageName = "") { string basename = GLTFUtils.cleanName(texture.name + (index >= 0 ? "_" + index.ToString() : "") + ".png"); // Extension will be overridden string fullPath = Path.Combine(_importTexturesDirectory, basename); // Write texture string newAssetPath = GLTFTextureUtils.writeTextureOnDisk(texture, fullPath, true); // Reload as asset string projectPath = GLTFUtils.getPathProjectFromAbsolute(newAssetPath); Texture2D tex = (Texture2D)AssetDatabase.LoadAssetAtPath(projectPath, typeof(Texture2D)); _parsedImages.Add(tex); return(tex); }
public string getPrefabName(string sceneObjectName) { return(GLTFUtils.cleanName(sceneObjectName.Length > 0 ? sceneObjectName : "GlTF")); }
public string generateName(string name, int index) { return(GLTFUtils.cleanName(name + "_" + index).Replace(":", "_")); }