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

AssetImporterEditor.Apply

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protected method Apply(): void;
protected void Apply();

Description

Saves any changes from the Editor's control into the asset's import settings object.

Can be overridden as required. Gets called when changes to settings are being applied.

#pragma strict
public class ExampleScript extends AssetImporterEditor {
	public function OnInspectorGUI() {
		// Add custom gui controls here...
		ApplyRevertGUI();
	}
	protected override function OnApplyRevertGUI() {
		new EditorGUI.DisabledScope(!HasModified()) {
			var applied: boolean;
			new EditorGUI.DisabledScope(!HasModified()) {
				RevertButton();
				applied = ApplyButton("Apply X");
			}
			var upgrade: boolean = upgradeMaterials;
			var genButtonText: GUIContent = HasModified() || upgrade ? Styles.ApplyAndGenerate : Styles.Regenerate;
			if (GUILayout.Button(genButtonText)) {
				var hasModified: boolean = HasModified();
				// Apply the changes and generate the materials before importing so that asset previews are up-to-date.
				if (hasModified)
					Apply();
				if (upgrade) {
					for (var importer: var in importers)
						importer.SetMaterialVersionToCurrent();
				}
				GenerateMaterials();
				if (hasModified || upgrade) {
					ApplyAndImport();
					applied = true;
				}
			}
			return applied;
		}
	}
}
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;

public class ExampleScript : AssetImporterEditor { public void OnInspectorGUI() { // Add custom gui controls here...

ApplyRevertGUI(); }

protected override bool OnApplyRevertGUI() { using (new EditorGUI.DisabledScope(!HasModified())) { bool applied; using (new EditorGUI.DisabledScope(!HasModified())) { RevertButton(); applied = ApplyButton("Apply X"); }

bool upgrade = upgradeMaterials; GUIContent genButtonText = HasModified() || upgrade ? Styles.ApplyAndGenerate : Styles.Regenerate;

if (GUILayout.Button(genButtonText)) { bool hasModified = HasModified();

// Apply the changes and generate the materials before importing so that asset previews are up-to-date. if (hasModified) Apply();

if (upgrade) { foreach (var importer in importers) importer.SetMaterialVersionToCurrent(); }

GenerateMaterials();

if (hasModified || upgrade) { ApplyAndImport(); applied = true; } } return applied; } } }

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