Version: 2023.1
언어: 한국어

AssetDatabase.SetImporterOverride

매뉴얼로 전환
public static void SetImporterOverride (string path);

파라미터

path Asset path.

설명

Sets a specific importer to use for the asset.

Multiple Importers may be registered to a single asset by using either the override extension list, or composite extensions.

using UnityEngine;
using UnityEditor;
using UnityEditor.AssetImporters;
using UnityEngine.Assertions;

public class AssetDatabaseExamples : MonoBehaviour { [MenuItem("AssetDatabase/Example Importer Actions")] static void AllImporterActions() { //This sets CubeImporter to be used for the asset AssetDatabase.SetImporterOverride<CubeImporterOverride>("Assets/CompanionCube.cube"); Debug.Log("New importer: " + AssetDatabase.GetImporterOverride("Assets/CompanionCube.cube"));

//This clears importer override and sets it to null AssetDatabase.ClearImporterOverride("Assets/CompanionCube.cube"); // This asset does not have an Importer Override anymore. The Default Importer is used ( CubeImporter ). Assert.IsNull(AssetDatabase.GetImporterOverride("Assets/CompanionCube.cube")); } }

//This importer is the Default Importer for the .cube extension. [ScriptedImporter(1, "cube")] public class CubeImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var position = new Vector3(0, 0, 0); cube.transform.position = position; } }

//This importer is the Default Importer for the .composite.cube extension. [ScriptedImporter(1, "composite.cube")] public class CompositeCubeImporter : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var position = new Vector3(1, 1, 1); cube.transform.position = position; } }

//This importer is an Override Importer for the .cube extension. [ScriptedImporter(1, null,new []{ "cube" })] public class CubeImporterOverride : ScriptedImporter { public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); // 'cube' is a GameObject and will be automatically converted into a prefab ctx.AddObjectToAsset("main obj", cube); ctx.SetMainObject(cube); } }