ForceExternalMaterialProcessor
unknown
csharp
4 years ago
706 B
4
Indexable
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
public class ForceExternalMaterialProcessor : AssetPostprocessor
{
void OnPreprocessModel()
{
#if UNITY_2018_1_OR_NEWER
var importSettingsMissing = assetImporter.importSettingsMissing;
#else
var importSettingsMissing = !System.IO.File.Exists(AssetDatabase.GetTextMetaFilePathFromAssetPath(assetPath));
#endif
if (!importSettingsMissing)
return; // Asset imported already, do not process.
var modelImporter = assetImporter as ModelImporter;
modelImporter.materialLocation = ModelImporterMaterialLocation.External;
modelImporter.isReadable = true;
}
}
#endifEditor is loading...