Derives 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. |
bakeIK | Bake Inverse Kinematics (IK) when importing. |
clipAnimations | Animation clips to split animation into. See Also: ModelImporterClipAnimation. |
defaultClipAnimations | Generate a list of all default animation clip based on TakeInfo. |
extraExposedTransformPaths | Animation optimization setting. |
extraUserProperties | Additional properties to treat as user properties. |
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 | Importar animación desde archivo. |
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. |
importMaterials | Importar materiales desde archivo. |
importNormals | Modo de importación de normales. |
importTangents | Modo de importación de tangentes. |
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. |
materialLocation | Material import location options. |
materialName | Material naming setting. |
materialSearch | Existing material search setting. |
meshCompression | Mesh compression setting. |
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. |
optimizeGameObjects | Animation optimization setting. |
optimizeMesh | Vertex optimization setting. |
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 | Generates the list of all imported Animations. |
resampleCurves | If set to false, the importer will not resample curves when possible. Read more about animation curve resampling.Recomendaciones:- 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. |
secondaryUVPackMargin | Margin to be left between charts when packing secondary UV. |
sourceAvatar | Imports the HumanDescription from the given Avatar. |
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 | El nombre del objeto. |
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. |
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 | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the GameObject. |
GetAtPath | Retrieves the asset importer for the asset at path. |
Destroy | Elimina un gameobject, componente o 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. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |