This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// https://forum.unity.com/threads/how-to-import-user-defined-attributes-from-fbx-files.409877/ | |
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
class CustomImportProcessor : AssetPostprocessor { | |
void OnPostprocessGameObjectWithUserProperties(GameObject go, string[] names, System.Object[] values) { | |
ModelImporter importer = (ModelImporter)assetImporter; | |
var asset_name = Path.GetFileName(importer.assetPath); | |
Debug.LogFormat("OnPostprocessGameObjectWithUserProperties(go = {0}) asset = {1}", go.name, asset_name); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.IO; | |
using System; | |
public static class RenderTextureExtensions | |
{ | |
private static DefaultDictionary<RenderTexture, Texture2D> _cachedTextures = new DefaultDictionary<RenderTexture, Texture2D>(); | |
OlderNewer