큰 프로젝트에서는 동일한 에셋 타입을 임포트하기 위한 프리셋을 몇 개 사용할 수 있습니다. 예를 들어 텍스처 에셋에는 기본 텍스처를 임포트하는 프리셋을 사용하고 라이트맵 텍스처에는 다른 프리셋을 사용할 수 있습니다. 프로젝트 Assets 폴더에는 각 텍스처 타입마다 개별 폴더가 있습니다.
다음 스크립트에서는 에셋을 추가하는 폴더에 따라 프리셋을 적용합니다. 이 스크립트에서는 에셋과 같은 폴더에 있는 프리셋을 선택합니다. 폴더에 프리셋이 없는 경우 스크립트에서 부모 폴더를 검색합니다. 부모 폴더에 프리셋이 없는 경우 Preset 창에서 지정하는 기본 프리셋이 사용됩니다.
이 스크립트를 사용하려면 프로젝트(Project) 창에서 이름이 Editor인 새 폴더를 생성하고 이 폴더에 새 C# 스크립트를 생성한 후 스크립트를 복사하여 붙여넣습니다.
using System.IO;
using UnityEditor;
using UnityEditor.Presets;
public class PresetImportPerFolder : AssetPostprocessor
{
void OnPreprocessAsset()
{
// Make sure we are applying presets the first time an asset is imported.
if (assetImporter.importSettingsMissing)
{
// Get the current imported asset folder.
var path = Path.GetDirectoryName(assetPath);
while (!string.IsNullOrEmpty(path))
{
// Find all Preset assets in this folder.
var presetGuids = AssetDatabase.FindAssets("t:Preset", new[] { path });
foreach (var presetGuid in presetGuids)
{
// Make sure we are not testing Presets in a subfolder.
string presetPath = AssetDatabase.GUIDToAssetPath(presetGuid);
if (Path.GetDirectoryName(presetPath) == path)
{
// Load the Preset and try to apply it to the importer.
var preset = AssetDatabase.LoadAssetAtPath<Preset>(presetPath);
if (preset.ApplyTo(assetImporter))
return;
}
}
// Try again in the parent folder.
path = Path.GetDirectoryName(path);
}
}
}
}
2017–03–27 페이지 게시됨 2018.1의 새 기능 NewIn20181
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