Add this function in a subclass to get a notification when a model has completed importing.
This lets you modify the imported Game Object, Meshes, AnimationClips referenced by it. Please note that the GameObjects, AnimationClips and Meshes only exist during the import and will be destroyed immediately afterwards.
This function is called before the final prefab is created and before it is written to disk, thus you have full control over the generated game objects and components.
Any references to game objects or meshes will become invalid after the import has been completed. Thus it is not possible to
create a new prefab in a different file from OnPostprocessModel that references meshes in the imported fbx file.root
is the root game object of the imported model.
// Adds a mesh collider to each game object that contains collider in its name
class Example extends AssetPostprocessor { function OnPostprocessModel (g : GameObject) { Apply(g.transform); }
void Apply(Transform t) { if (t.name.ToLower().Contains("collider")) t.gameObject.AddComponent<MeshCollider>();
function Apply (transform : Transform) { if (transform.name.ToLower().Contains("collider")) transform.gameObject.AddComponent.<MeshCollider>(); // Recurse for (var child in transform) Apply(child as Transform); } }
using UnityEngine; using UnityEditor;
// Adds a mesh collider to each game object that contains collider in its name public class Example : AssetPostprocessor { void OnPostprocessModel(GameObject g) { Apply(g.transform); }
void Apply(Transform t) { if (t.name.ToLower().Contains("collider")) t.gameObject.AddComponent<MeshCollider>();
// Recurse foreach (Transform child in t) Apply(child); } }