Experimental: this API is experimental and might be changed or removed in the future.
ScriptedImporter
class in
UnityEditor.Experimental.AssetImporters
/
Inherits from:AssetImporter
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#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 become a Prefab.)
ctx.SetMainAsset("main obj", cube);
var material: var = new Material(Shader.Find("Standard"));
material.color = Color.red;
// Assets must be assigned a unique identifier string consistent across imports
ctx.AddSubAsset("my Material", material);
// Assets that are not passed into the context as import outputs must be destroyed
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' is a a GameObject and will be automatically converted into a prefab
// (Only the 'Main Asset' is elligible to become a Prefab.)
ctx.SetMainAsset("main obj", cube);
var material = new Material(Shader.Find("Standard"));
material.color = Color.red;
// Assets must be assigned a unique identifier string consistent across imports
ctx.AddSubAsset("my Material", material);
// Assets that are not passed into the context as import outputs must be destroyed
var tempMesh = new Mesh();
DestroyImmediate(tempMesh);
}
}