class in UnityEditor
/
Inherits from:ModelImporter
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseDerives from AssetImporter to handle importing of SketchUp files.
From the SketchUpImporter, you can access certain properties that are extracted from the SketchUp file.
The following is an example of showing the geo coordinate extracted from the SketchUp file.
using UnityEngine; using UnityEditor;
public class SketchUpUtility { public static void ShowGeoCoordinate(GameObject go) { string assetPath = AssetDatabase.GetAssetPath(go); // get asset path // get SketchUpImporter SketchUpImporter importer = AssetImporter.GetAtPath(assetPath) as SketchUpImporter; if (importer == null) { Debug.Log("This object is not imported by SketchUpImporter"); return; }
Debug.Log(string.Format("Lat:{0} Long:{1} NorthCorrection:{2}", importer.latitude, importer.longitude, importer.northCorrection)); } }
latitude | Retrieves the latitude Geo Coordinate imported from the SketchUp file. |
longitude | Retrieves the longitude Geo Coordinate imported from the SketchUp file. |
northCorrection | Retrieves the north correction value imported from the SketchUp file. |
GetDefaultCamera | The default camera or the camera of the active Scene which the SketchUp file was saved with. |
GetScenes | The method returns an array of SketchUpImportScene which represents SketchUp scenes. |
assetBundleName | Get or set the AssetBundle name. |
assetBundleVariant | Get or set the AssetBundle variant. |
assetPath | The path name of the asset for this importer. (Read Only) |
importSettingsMissing | The value is true when no meta file is provided with the imported asset. |
userData | Get or set any user data. |
addCollider | Add mesh colliders to imported meshes. |
animationCompression | Animation compression setting. |
animationPositionError | Allowed error of animation position compression. |
animationRotationError | Allowed error of animation rotation compression. |
animationScaleError | Allowed error of animation scale compression. |
animationType | Animator generation mode. |
animationWrapMode | The default wrap mode for the generated animation clips. |
autoGenerateAvatarMappingIfUnspecified | Generate auto mapping if no avatarSetup is provided when importing humanoid animation. |
avatarSetup | The Avatar generation of the imported model. |
bakeAxisConversion | Computes the axis conversion on geometry and animation for Models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up). When enabled, Unity transforms the geometry and animation data in order to convert the axis. When disabled, Unity transforms the root GameObject of the hierarchy in order to convert the axis. |
bakeIK | Bake Inverse Kinematics (IK) when importing. |
clipAnimations | Animation clips to split animation into. Additional resources: ModelImporterClipAnimation. |
defaultClipAnimations | Generate a list of all default animation clip based on TakeInfo. |
extraExposedTransformPaths | Animation optimization setting. |
extraUserProperties | A list of default FBX properties to treat as user properties during OnPostprocessGameObjectWithUserProperties. |
fileScale | Scaling factor used when useFileScale is set to true (Read-only). |
generateAnimations | Animation generation options. |
generateSecondaryUV | Generate secondary UV set for lightmapping. |
globalScale | Global scale factor for importing. |
humanDescription | The human description that is used to generate an Avatar during the import process. |
humanoidOversampling | Controls how much oversampling is used when importing humanoid animations for retargeting. |
importAnimatedCustomProperties | Import animated custom properties from file. |
importAnimation | Import animation from file. |
importBlendShapeDeformPercent | Import BlendShapes deform percent. |
importBlendShapeNormals | Blend shape normal import options. |
importBlendShapes | Controls import of BlendShapes. |
importCameras | Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated. |
importConstraints | Import animation constraints. |
importedTakeInfos | Generates the list of all imported take. |
importLights | Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated. |
importNormals | Vertex normal import options. |
importTangents | Vertex tangent import options. |
importVisibility | Use visibility properties to enable or disable MeshRenderer components. |
indexFormat | Format of the imported mesh index buffer data. |
isBakeIKSupported | Is Bake Inverse Kinematics (IK) supported by this importer. |
isReadable | Are mesh vertices and indices accessible from script? |
isTangentImportSupported | Is import of tangents supported by this importer. |
isUseFileUnitsSupported | Is useFileUnits supported for this asset. |
keepQuads | If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior. |
materialImportMode | Material creation options. |
materialLocation | Material import location options. |
materialName | Material naming setting. |
materialSearch | Existing material search setting. |
maxBonesPerVertex | The maximum number of bones per vertex stored in this mesh data. |
meshCompression | Mesh compression setting. |
meshOptimizationFlags | Options to control the optimization of mesh data during asset import. |
minBoneWeight | Minimum bone weight to keep. |
motionNodeName | The path of the transform used to generation the motion of the animation. |
normalCalculationMode | Normal generation options for ModelImporter. |
normalSmoothingAngle | Smoothing angle (in degrees) for calculating normals. |
normalSmoothingSource | Source of smoothing information for calculation of normals. |
optimizeBones | Only import bones where they are connected to vertices. |
optimizeGameObjects | Animation optimization setting. |
optimizeMeshPolygons | Optimize the order of polygons in the mesh to make better use of the GPUs internal caches to improve rendering performance. |
optimizeMeshVertices | Optimize the order of vertices in the mesh to make better use of the GPUs internal caches to improve rendering performance. |
preserveHierarchy | If true, always create an explicit Prefab root. Otherwise, if the model has a single root, it is reused as the Prefab root. |
referencedClips | Returns the matching referenced clip assets for this model. |
removeConstantScaleCurves | Removes constant animation curves with values identical to the object initial scale value. |
resampleCurves | If set to false, the importer will not resample curves when possible. Read more about animation curve resampling.Notes:- Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot.- This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import. |
secondaryUVAngleDistortion | Threshold for angle distortion (in degrees) when generating secondary UV. |
secondaryUVAreaDistortion | Threshold for area distortion when generating secondary UV. |
secondaryUVHardAngle | Hard angle (in degrees) for generating secondary UV. |
secondaryUVMarginMethod | Method to use for handling margins when generating secondary UV. |
secondaryUVMinLightmapResolution | The minimum lightmap resolution in texels per unit that the associated model is expected to have. |
secondaryUVMinObjectScale | The minimum object scale that the associated model is expected to have. |
secondaryUVPackMargin | Margin to be left between charts when packing secondary UV. |
skinWeights | Skin weights import options. |
sortHierarchyByName | Sorts the gameObject hierarchy by name. |
sourceAvatar | Imports the HumanDescription from the given Avatar. |
strictVertexDataChecks | Enables strict checks on imported vertex data. |
swapUVChannels | Swap primary and secondary UV channels when importing. |
transformPaths | Generates the list of all imported Transforms. |
useFileScale | Use FileScale when importing. |
useFileUnits | Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. |
useSRGBMaterialColor | When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear color space in Player rendering settings. The default value is true. |
weldVertices | Combine vertices that share the same position in space. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
AddRemap | Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type. |
GetExternalObjectMap | Gets a copy of the external object map used by the AssetImporter. |
RemoveRemap | Removes an item from the map of external objects. |
SaveAndReimport | Save asset importer settings if asset importer is dirty. |
SetAssetBundleNameAndVariant | Set the AssetBundle name and variant. |
SupportsRemappedAssetType | Checks if the AssetImporter supports remapping the given asset type. |
CreateDefaultMaskForClip | Creates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation. |
ExtractTextures | Extracts the embedded textures from a model file (such as FBX or SketchUp). |
SearchAndRemapMaterials | Search the project for matching materials and use them instead of the internal materials. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
GetAtPath | Retrieves the asset importer for the asset at path. |
GetImportLog | Retrieves logs generated during the import of the asset at path. |
GetReferencedClipsForModelPath | Returns all the referenced clips matching the given model name. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does 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. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.