Version: Unity 6.7 Beta (6000.7)
LanguageEnglish
  • C#

ImporterGlobalSettings<T0>

class in UnityEditor

/

Inherits from:ScriptableObject

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Description

A settings singleton that asset importers read, kept in sync with asset import workers.

Unity synchronizes the values with asset import workers whenever an AssetDatabase refresh starts importing assets, so an importer reads the same values whether it runs in the Editor or on a worker. This includes changes that you have not saved to disk.

Changing a value does not synchronize it on its own. Unity picks the change up the next time it starts importing assets, so imports that are already running keep the values they started with.

Add the FilePathAttribute to your class to also persist the values between Editor sessions, and call Save to write them to disk. Unity synchronizes settings without this attribute in the same way, but only keeps them for the current session.

using UnityEditor;
using UnityEditor.AssetImporters;
using UnityEngine;

[FilePath("ProjectSettings/MyImporterSettings.asset", FilePathAttribute.Location.ProjectFolder)] public class MyImporterSettings : ImporterGlobalSettings<MyImporterSettings> { public const string customDependencyName = "MyImporterSettings";

[SerializeField] float m_Scale = 1;

public float scale => m_Scale;

public void DoubleScale() { m_Scale *= 2;

// Persisting the value is optional: importers read it whether or not it was saved to disk. Save(true);

// Register a custom dependency to provoke a reimport of these assets. AssetDatabase.RegisterCustomDependency(customDependencyName, Hash128.Compute(m_Scale)); AssetDatabase.Refresh(); } }

[ScriptedImporter(1, "myasset")] public class MyAssetImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) { ctx.DependsOnCustomDependency(MyImporterSettings.customDependencyName);

var root = new GameObject("MyAsset"); root.transform.localScale = Vector3.one * MyImporterSettings.instance.scale;

ctx.AddObjectToAsset("root", root); ctx.SetMainObject(root); } }

static class MyImporterSettingsMenuItems { [MenuItem("MyImporterSettings/Modify")] static void ModifyMyImporterSettings() { MyImporterSettings.instance.DoubleScale(); } }

Static Properties

Property Description
instanceGets the instance of the ImporterGlobalSettings Singleton.

Protected Methods

Method Description
SaveSaves the current state of the ImporterGlobalSettings.

Static Methods

Method Description
GetFilePathGet the file path where this ImporterGlobalSettings is saved to.

Inherited Members

Properties

PropertyDescription
hideFlagsControls whether the object is hidden, saved with the scene, and editable by the user.
nameThe name of the object.

Public Methods

MethodDescription
GetEntityIdGets the EntityId of the object.
GetHashCodeReturns the hash code for the object.
ToStringReturns the name of the object.

Static Methods

MethodDescription
DestroyRemoves a GameObject, component, or asset.
DestroyImmediateDestroys the specified object immediately. Use with caution and in Edit mode only.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type T.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object that's related to another GameObject and obtains an AsyncInstantiateOperation instance of the resulting objects.
CreateInstanceCreates an instance of a scriptable object.

Operators

OperatorDescription
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

MessageDescription
AwakeCalled when an instance of ScriptableObject is created.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
ResetReset to default values.