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CloseThe example creates an Editor menu item called Example. When you select Example > Import Sample, a window opens with the default packageName and an "Import Sample" button.
using UnityEditor; using UnityEditor.PackageManager.UI; using System.Linq; using UnityEngine;
public class SampleImporter : EditorWindow { // Change this to the package you want to import the sample from. private string packageName = "com.unity.timeline"; private bool showSamples = false; [MenuItem("Example/Import Sample")] public static void ShowWindow() { GetWindow<SampleImporter>("Sample Importer"); }
private void OnGUI() { GUILayout.Label("Import Sample from Package", EditorStyles.boldLabel); packageName = EditorGUILayout.TextField("Package Name", packageName);
// This part adds an action function to the button. if (GUILayout.Button("Show Samples")) { showSamples = true; } if(showSamples) ShowSamples(packageName); }
private void ShowSamples(string packageName) { // Setting the version to null automatically takes the recommended or latest package version. // You can optionally import a specific version of the package by replacing "null" by the specific version of that package.
// Get all samples from the package. var samples = Sample.FindByPackage(packageName, null);
// If nothing is returned, then this package doesn't contain samples. if (samples == null || !samples.Any()) { GUILayout.Label($"No samples found for package: {packageName}", EditorStyles.boldLabel); return; }
foreach (var sample in samples) { GUILayout.Label($"Found sample: {sample.displayName}");
// Give the option to import the sample if it isn't in the project. // If the sample is already in the project, only show a message in the Example window. if (!sample.isImported) { if (GUILayout.Button("Import")) { sample.Import(Sample.ImportOptions.OverridePreviousImports); Debug.Log($"Imported sample: {sample.displayName}"); } } else { GUILayout.Label($"Sample '{sample.displayName}' is already imported."); } } } }
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