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Closectx | This argument contains all the contextual information needed to process the import event and is also used by the custom importer to store the resulting Unity Asset. |
This method must by overriden by the derived class and is called by the Asset pipeline to import files.
#pragma strict @ScriptedImporter(1, "cube") public class CubeImporter extends ScriptedImporter { public var m_Scale: float = 1; public override function OnImportAsset(ctx: AssetImportContext) { var cube: var = GameObject.CreatePrimitive(PrimitiveType.Cube); var position: var = JsonUtility.FromJson.<Vector3>(File.ReadAllText(ctx.assetPath)); cube.transform.position = position; cube.transform.localScale = new Vector3(m_Scale, m_Scale, m_Scale); // (Only the 'Main Asset' is elligible to become a Prefab.) ctx.AddObjectToAsset("main obj", cube); ctx.SetMainObject(cube); var material: var = new Material(Shader.Find("Standard")); material.color = Color.red; // Assets must be assigned a unique identifier string consistent across imports ctx.AddObjectToAsset("my Material", material); // Assets that are not passed into the context as import outputs must be destroyed var tempMesh: var = new Mesh(); DestroyImmediate(tempMesh); } }
using UnityEngine; using UnityEditor.Experimental.AssetImporters; using System.IO;
[ScriptedImporter(1, "cube")] public class CubeImporter : ScriptedImporter { public float m_Scale = 1;
public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var position = JsonUtility.FromJson<Vector3>(File.ReadAllText(ctx.assetPath));
cube.transform.position = position; cube.transform.localScale = new Vector3(m_Scale, m_Scale, m_Scale);
// 'cube' is a a GameObject and will be automatically converted into a prefab // (Only the 'Main Asset' is elligible to become a Prefab.) ctx.AddObjectToAsset("main obj", cube); ctx.SetMainObject(cube);
var material = new Material(Shader.Find("Standard")); material.color = Color.red;
// Assets must be assigned a unique identifier string consistent across imports ctx.AddObjectToAsset("my Material", material);
// Assets that are not passed into the context as import outputs must be destroyed var tempMesh = new Mesh(); DestroyImmediate(tempMesh); } }
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