AssetBundleGraph.ImportSettingsConfigurator.OverwriteImportSettings C# (CSharp) Method

OverwriteImportSettings() private method

private OverwriteImportSettings ( ModelImporter importer ) : void
importer UnityEditor.ModelImporter
return void
        private void OverwriteImportSettings(ModelImporter importer)
        {
            var reference = referenceImporter as ModelImporter;
            UnityEngine.Assertions.Assert.IsNotNull(reference);

            importer.addCollider = reference.addCollider;
            importer.animationCompression = reference.animationCompression;
            importer.animationPositionError = reference.animationPositionError;
            importer.animationRotationError = reference.animationRotationError;
            importer.animationScaleError = reference.animationScaleError;
            importer.animationType = reference.animationType;
            importer.animationWrapMode = reference.animationWrapMode;
            importer.bakeIK = reference.bakeIK;
            importer.clipAnimations = reference.clipAnimations;
            // importer.defaultClipAnimations = reference.defaultClipAnimations;

            importer.extraExposedTransformPaths = reference.extraExposedTransformPaths;
            // importer.fileScale = reference.fileScale;
            importer.generateAnimations = reference.generateAnimations;
            importer.generateSecondaryUV = reference.generateSecondaryUV;
            importer.globalScale = reference.globalScale;
            importer.humanDescription = reference.humanDescription;
            importer.importAnimation = reference.importAnimation;
            importer.importBlendShapes = reference.importBlendShapes;
            // importer.importedTakeInfos = reference.importedTakeInfos;
            importer.importMaterials = reference.importMaterials;

            // importer.isBakeIKSupported = reference.isBakeIKSupported;
            // importer.isFileScaleUsed = reference.isFileScaleUsed;
            importer.isReadable = reference.isReadable;
            // importer.isTangentImportSupported = reference.isTangentImportSupported;
            // importer.isUseFileUnitsSupported = reference.isUseFileUnitsSupported;
            importer.materialName = reference.materialName;
            importer.materialSearch = reference.materialSearch;
            importer.meshCompression = reference.meshCompression;
            importer.motionNodeName = reference.motionNodeName;
            importer.importNormals = reference.importNormals;

            importer.normalSmoothingAngle = reference.normalSmoothingAngle;
            importer.optimizeGameObjects = reference.optimizeGameObjects;
            importer.optimizeMesh = reference.optimizeMesh;
            // importer.referencedClips = reference.referencedClips;
            importer.secondaryUVAngleDistortion = reference.secondaryUVAngleDistortion;
            importer.secondaryUVAreaDistortion = reference.secondaryUVAreaDistortion;
            importer.secondaryUVHardAngle = reference.secondaryUVHardAngle;
            importer.secondaryUVPackMargin = reference.secondaryUVPackMargin;
            importer.sourceAvatar = reference.sourceAvatar;
            importer.swapUVChannels = reference.swapUVChannels;

            importer.importTangents = reference.importTangents;
            // importer.transformPaths = reference.transformPaths;
            importer.useFileUnits = reference.useFileUnits;
        }

Same methods

ImportSettingsConfigurator::OverwriteImportSettings ( AssetImporter importer ) : void
ImportSettingsConfigurator::OverwriteImportSettings ( AudioImporter importer ) : void
ImportSettingsConfigurator::OverwriteImportSettings ( TextureImporter importer ) : void

Usage Example

        private void ApplyImportSetting(NodeData node, IEnumerable <PerformGraph.AssetGroups> incoming, Action <NodeData, string, float> progressFunc)
        {
            var referenceImporter = GetReferenceAssetImporter(node);
            var configurator      = new ImportSettingsConfigurator(referenceImporter);

            foreach (var ag in incoming)
            {
                foreach (var assets in ag.assetGroups.Values)
                {
                    foreach (var asset in assets)
                    {
                        var importer = AssetImporter.GetAtPath(asset.importFrom);
                        if (!configurator.IsEqual(importer))
                        {
                            if (progressFunc != null)
                            {
                                progressFunc(node, string.Format("Modifying {0}", asset.fileNameAndExtension), 0.5f);
                            }
                            configurator.OverwriteImportSettings(importer);
                            asset.TouchImportAsset();
                        }
                    }
                }
            }
        }
All Usage Examples Of AssetBundleGraph.ImportSettingsConfigurator::OverwriteImportSettings