public static T FindUrdfAsset <T>(string urdfFileName) where T : UnityEngine.Object { string fileAssetPath = UrdfAssetPathHandler.GetRelativeAssetPathFromUrdfPath(urdfFileName); // check if it is an asset tha requires post processing (AIRO-908) var originalUrdfPath = UrdfAssetPathHandler.GetRelativeAssetPathFromUrdfPath(urdfFileName, false); if (originalUrdfPath.ToLower().EndsWith(".stl")) { // it is an asset that requires post processing if (UrdfRobotExtensions.importsettings.OverwriteExistingPrefabs || !RuntimeUrdf.AssetExists(fileAssetPath, true)) { // post process again to (re)create prefabs StlAssetPostProcessor.PostprocessStlFile(originalUrdfPath); } } T assetObject = RuntimeUrdf.AssetDatabase_LoadAssetAtPath <T>(fileAssetPath); if (assetObject) { return(assetObject); } //If asset was not found, let user choose whether to search for //or ignore the missing asset. string invalidPath = fileAssetPath ?? urdfFileName; int option = RuntimeUrdf.EditorUtility_DisplayDialogComplex("Urdf Importer: Asset Not Found", "Current root folder: " + UrdfAssetPathHandler.GetPackageRoot() + "\n\nExpected asset path: " + invalidPath, "Locate Asset", "Ignore Missing Asset", "Locate Root Folder"); switch (option) { case 0: fileAssetPath = LocateAssetFile(invalidPath); break; case 1: break; case 2: fileAssetPath = LocateRootAssetFolder <T>(urdfFileName); break; } assetObject = (T)RuntimeUrdf.AssetDatabase_LoadAssetAtPath(fileAssetPath, typeof(T)); if (assetObject != null) { return(assetObject); } ChooseFailureOption(urdfFileName); return(null); }