Legacy Documentation: Version 2018.1 (Go to current version)
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Experimental: this API is experimental and might be changed or removed in the future.

ScriptedImporter.OnImportAsset

public void OnImportAsset(Experimental.AssetImporters.AssetImportContext ctx);

Parameters

ctxThis 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.

Description

This method must by overriden by the derived class and is called by the Asset pipeline to import files.

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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