Created
February 27, 2023 07:02
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Read FBX Custom Properties (Unity Editor Script AssetPostprocessor)
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// 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); | |
string str = null; | |
Vector3 vec3 = Vector3.zero; | |
for (int i = 0; i < names.Length; i++) { | |
var name = names[i]; | |
var val = values[i]; | |
switch (name) { | |
case "StringData": | |
str = (string)val; | |
break; | |
case "VectorData": | |
vec3 = (Vector3)(Vector4)val; | |
break; | |
default: | |
Debug.LogFormat("Unknown Property : {0} : {1} : {2}", name, val.GetType().Name, val.ToString()); | |
break; | |
} | |
} | |
if (str != null || vec3 != Vector3.zero) { | |
var udh = go.AddComponent<UserDataHolder>(); | |
if (str != null) { | |
udh.StringData = str; | |
} | |
udh.VectorData = vec3; | |
} | |
} | |
} | |
This file contains 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.
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using UnityEngine; | |
public class UserDataHolder : MonoBehaviour { | |
public string StringData; | |
public Vector3 VectorData; | |
} | |
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