This is called after importing of any number of assets is complete (when the Assets progress bar has reached the end).
This call can occur after a manual reimport, or any time you move an asset or folder of assets to a new location in the Project View. All string arrays are filepaths relative to the Project's root Assets folder. importedAssets
contains paths of all assets used in the operation. Each consecutive index of movedAssets
and movedFromAssetPaths
will always refer to the same asset.
If you perform a bulk operation on several individual assets instead of a folder containing those assets, this function will be called once per asset with each individual asset as the only item in the various arrays.
Note that this function must be declared static
- it will not be called correctly if declared as an instance function.
#pragma strict class MyAllPostprocessor extends AssetPostprocessor { static function OnPostprocessAllAssets(importedAssets: String[], deletedAssets: String[], movedAssets: String[], movedFromAssetPaths: String[]) { for (var str: var in importedAssets) { Debug.Log("Reimported Asset: " + str); } for (var str: var in deletedAssets) { Debug.Log("Deleted Asset: " + str); } for (var i: var = 0; i < movedAssets.Length; i++) { Debug.Log("Moved Asset: " + movedAssets[i] + " from: " + movedFromAssetPaths[i]); } } }
using UnityEngine; using UnityEditor;
class MyAllPostprocessor : AssetPostprocessor { static void OnPostprocessAllAssets (string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { foreach (var str in importedAssets) { Debug.Log("Reimported Asset: " + str); } foreach (var str in deletedAssets) { Debug.Log("Deleted Asset: " + str); }
for (var i=0; i<movedAssets.Length; i++) { Debug.Log("Moved Asset: " + movedAssets[i] + " from: " + movedFromAssetPaths[i]); } } }