private void OnPostprocessModel(GameObject gameObject)
        {
            if (!UseThisImporter())
            {
                return;
            }

            // Each mesh renderer has the ability to set the a sort layer but it takes some work with Unity to expose it.
            foreach (MeshRenderer mr in gameObject.GetComponentsInChildren <MeshRenderer>())
            {
                mr.gameObject.AddComponent <SortingLayerExposed>();

                // Also, no shadows
                mr.receiveShadows = false;
                ImportUtils.SetCastShadows(mr, false);
            }
        }
        private void OnPostprocessModel(GameObject gameObject)
        {
            if (!UseThisImporter())
            {
                return;
            }

            // Each mesh renderer has the ability to set the a sort layer but it takes some work with Unity to expose it.
            foreach (MeshRenderer mr in gameObject.GetComponentsInChildren <MeshRenderer>())
            {
                mr.gameObject.AddComponent <SortingLayerExposed>();

                // Also, no shadows
                mr.receiveShadows = false;
                ImportUtils.SetCastShadows(mr, false);

#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6
                // Do not set light probes or reflection probes in Unity 4.x
#else
                mr.useLightProbes       = false;
                mr.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
#endif
            }
        }