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Extracting Meshes from FBX Files
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using UnityEngine; | |
using UnityEditor; | |
public class FBXMeshExtractor | |
{ | |
private static string _progressTitle = "Extracting Meshes"; | |
private static string _sourceExtension = ".FBX"; | |
private static string _targetExtension = ".asset"; | |
[MenuItem("Extract Meshes/Extract Meshes", validate = true)] | |
private static bool ExtractMeshesMenuItemValidate() | |
{ | |
Debug.Log("START " + Selection.objects.Length.ToString()); | |
for (int i = 0; i < Selection.objects.Length; i++) | |
{ | |
if (!AssetDatabase.GetAssetPath(Selection.objects[i]).EndsWith(_sourceExtension)) | |
return false; | |
} | |
return true; | |
} | |
[MenuItem("Extract Meshes/Extract Meshes")] | |
private static void ExtractMeshesMenuItem() | |
{ | |
EditorUtility.DisplayProgressBar(_progressTitle, "", 0); | |
for (int i = 0; i < Selection.objects.Length; i++) | |
{ | |
EditorUtility.DisplayProgressBar(_progressTitle, Selection.objects[i].name, (float)i / (Selection.objects.Length - 1)); | |
ExtractMeshes(Selection.objects[i]); | |
} | |
EditorUtility.ClearProgressBar(); | |
} | |
private static void ExtractMeshes(Object selectedObject) | |
{ | |
//Create Folder Hierarchy | |
string selectedObjectPath = AssetDatabase.GetAssetPath(selectedObject); | |
string parentfolderPath = selectedObjectPath.Substring(0, selectedObjectPath.Length - (selectedObject.name.Length + 5)); | |
string objectFolderName = selectedObject.name; | |
string objectFolderPath = parentfolderPath + "/" + objectFolderName; | |
string meshFolderName = "Meshes"; | |
string meshFolderPath = objectFolderPath + "/" + meshFolderName; | |
if (!AssetDatabase.IsValidFolder(objectFolderPath)) | |
{ | |
AssetDatabase.CreateFolder(parentfolderPath, objectFolderName); | |
if (!AssetDatabase.IsValidFolder(meshFolderPath)) | |
{ | |
AssetDatabase.CreateFolder(objectFolderPath, meshFolderName); | |
} | |
} | |
//Create Meshes | |
Object[] objects = AssetDatabase.LoadAllAssetsAtPath(selectedObjectPath); | |
for (int i = 0; i < objects.Length; i++) | |
{ | |
if (objects[i] is Mesh) | |
{ | |
EditorUtility.DisplayProgressBar(_progressTitle, selectedObject.name + " : " + objects[i].name, (float)i / (objects.Length - 1)); | |
Mesh mesh = Object.Instantiate(objects[i]) as Mesh; | |
AssetDatabase.CreateAsset(mesh, meshFolderPath + "/" + objects[i].name + _targetExtension); | |
} | |
} | |
//Cleanup | |
AssetDatabase.MoveAsset(selectedObjectPath, objectFolderPath + "/" + selectedObject.name + _sourceExtension); | |
AssetDatabase.SaveAssets(); | |
AssetDatabase.Refresh(); | |
} | |
} |
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