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Unity AssetPostProcessor to Identify Duplicate Assets of a Type
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using System.Collections.Generic; | |
using RedBlueGames.Tools.SaveGame; | |
using UnityEngine; | |
using UnityEditor; | |
/// <summary> | |
/// Assign new SavableGUIDs when they are imported | |
/// </summary> | |
public class SaveableGUIDImporter : AssetPostprocessor | |
{ | |
private static List<string> preProcessedAssets; | |
private static List<string> PreProcessedAssets | |
{ | |
get | |
{ | |
if (preProcessedAssets == null) | |
{ | |
preProcessedAssets = new List<string>(); | |
} | |
return preProcessedAssets; | |
} | |
} | |
void OnPreprocessAsset() | |
{ | |
var asset = AssetDatabase.LoadAssetAtPath(assetImporter.assetPath, typeof(SaveableScriptableObject)); | |
if (asset == null) | |
{ | |
PreProcessedAssets.Add(assetImporter.assetPath); | |
} | |
} | |
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) | |
{ | |
foreach (string str in importedAssets) | |
{ | |
if (PreProcessedAssets.Contains(str)) | |
{ | |
var asset = AssetDatabase.LoadAssetAtPath(str, typeof(SaveableScriptableObject)); | |
if (asset is SaveableScriptableObject) | |
{ | |
var assetAsSSO = (SaveableScriptableObject)asset; | |
var allSaveableSOs = LoadAllSaveableScriptableObjects(); | |
foreach (var existingScriptableObject in allSaveableSOs) | |
{ | |
if (existingScriptableObject.SaveableGUID == assetAsSSO.SaveableGUID && | |
existingScriptableObject.name != asset.name) | |
{ | |
assetAsSSO.EditorOnly_ResetGUID(); | |
EditorUtility.SetDirty(asset); | |
Debug.Log($"Reset GUID on asset: {str} because it matched existing asset: {existingScriptableObject.name}"); | |
} | |
} | |
} | |
PreProcessedAssets.Remove(str); | |
} | |
} | |
PreProcessedAssets.Clear(); | |
} | |
private static List<SaveableScriptableObject> LoadAllSaveableScriptableObjects() | |
{ | |
var allSaveableSOs = new List<SaveableScriptableObject>(); | |
{ | |
var allSaveableSOGUIDs = UnityEditor.AssetDatabase.FindAssets("t: SaveableScriptableObject"); | |
foreach (var guid in allSaveableSOGUIDs) | |
{ | |
var soPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); | |
var so = (SaveableScriptableObject)UnityEditor.AssetDatabase.LoadAssetAtPath(soPath, typeof(SaveableScriptableObject)); | |
allSaveableSOs.Add(so); | |
} | |
} | |
return allSaveableSOs; | |
} | |
} |
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