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Experimental: this API is experimental and might be changed or removed in the future.

ScriptedImporter.OnImportAsset

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public function OnImportAsset(ctx: Experimental.AssetImporters.AssetImportContext): void;
public void OnImportAsset(Experimental.AssetImporters.AssetImportContext ctx);

Parameters

ctx This argument contains all the contextual information needed to process the import event and is also used by the custom importer to store the resulting Unity Asset.

Description

This method must by overriden by the derived class and is called by the Asset pipeline to import files.

#pragma strict
@ScriptedImporter(1, "cube")
public class CubeImporter extends ScriptedImporter {
	public var m_Scale: float = 1;
	public override function OnImportAsset(ctx: AssetImportContext) {
		var cube: var = GameObject.CreatePrimitive(PrimitiveType.Cube);
		var position: var = JsonUtility.FromJson.<Vector3>(File.ReadAllText(ctx.assetPath));
		cube.transform.position = position;
		cube.transform.localScale = new Vector3(m_Scale, m_Scale, m_Scale);
		// (Only the 'Main Asset' is elligible to becoming a Prefab.)
		ctx.SetMainAsset("main obj", cube);
		var material: var = new Material(Shader.Find("Standard"));
		material.color = Color.red;
		// Assets need to provide a unique identifier string across imports with the assets changing,
		ctx.AddSubAsset("my Material", material);
		// must be manually cleaned up
		var tempMesh: var = new Mesh();
		DestroyImmediate(tempMesh);
	}
}
using UnityEngine;
using UnityEditor.Experimental.AssetImporters;
using System.IO;

[ScriptedImporter(1, "cube")] public class CubeImporter : ScriptedImporter { public float m_Scale = 1;

public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var position = JsonUtility.FromJson<Vector3>(File.ReadAllText(ctx.assetPath));

cube.transform.position = position; cube.transform.localScale = new Vector3(m_Scale, m_Scale, m_Scale);

// 'cube', being a GameObjects, will automatically be converted into a prefab. // (Only the 'Main Asset' is elligible to becoming a Prefab.) ctx.SetMainAsset("main obj", cube);

var material = new Material(Shader.Find("Standard")); material.color = Color.red;

// Assets need to provide a unique identifier string across imports with the assets changing, ctx.AddSubAsset("my Material", material);

// Assets that are not provided into the context as import outputs, // must be manually cleaned up var tempMesh = new Mesh(); DestroyImmediate(tempMesh); } }

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