Version: 2021.1
  • C#


class in UnityEditor


Inherits from:AssetImporter

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Represents plugin importer.


DefineConstraintsAllows you to specify a list of #define directives which controls whether your plug-in should be included.
isNativePluginIs plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke.
isPreloadedIs a native plugin loaded during startup or on demand?



Public Methods

ClearSettingsClear all plugin settings and set the compatability with Any Platform to true.
GetCompatibleWithAnyPlatformChecks whether a plugin is flagged as being compatible with Any Platform.
GetCompatibleWithEditorIs plugin compatible with editor.
GetCompatibleWithPlatformIs plugin compatible with specified platform.
GetEditorDataReturns editor specific data for specified key.
GetExcludeEditorFromAnyPlatformIs Editor excluded when Any Platform is set to true.
GetExcludeFromAnyPlatformIs platform excluded when Any Platform set to true.
GetIsOverridableIdentifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder.
GetPlatformDataGet platform specific data.
SetCompatibleWithAnyPlatformSets compatibility with Any Platform.
SetCompatibleWithEditorSets compatibility with any editor.
SetCompatibleWithPlatformSets compatibility with the specified platform.
SetEditorDataSets editor specific data.
SetExcludeEditorFromAnyPlatformExclude Editor from compatible platforms when Any Platform is set to true.
SetExcludeFromAnyPlatformExclude platform from compatible platforms when Any Platform is set to true.
SetIncludeInBuildDelegateSetting the delegate function to be called by ShouldIncludeInBuild.
SetPlatformDataSets platform specific data.
ShouldIncludeInBuildIdentifies whether or not this plugin should be included in the current build target.

Static Methods

GetAllImportersReturns all plugin importers for all platforms.
GetImportersReturns all plugin importers for specfied platform.


IncludeInBuildDelegateDelegate to be used with SetIncludeInBuildDelegate.

Inherited Members


assetBundleNameGet or set the AssetBundle name.
assetBundleVariantGet or set the AssetBundle variant.
assetPathThe path name of the asset for this importer. (Read Only)
importSettingsMissingThe value is true when no meta file is provided with the imported asset.
userDataGet or set any user data.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

AddRemapMap a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type.
GetExternalObjectMapGets a copy of the external object map used by the AssetImporter.
RemoveRemapRemoves an item from the map of external objects.
SaveAndReimportSave asset importer settings if asset importer is dirty.
SetAssetBundleNameAndVariantSet the AssetBundle name and variant.
SupportsRemappedAssetTypeChecks if the AssetImporter supports remapping the given asset type.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

GetAtPathRetrieves the asset importer for the asset at path.
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.


boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.