Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

ModelImporter

class in UnityEditor

/

Inherits from:AssetImporter

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Model importer lets you modify model import settings from editor scripts.

Settings of this class match the ones exposed in Mesh Import Settings.

Properties

addColliderAdd mesh colliders to imported meshes.
animationCompressionAnimation compression setting.
animationPositionErrorAllowed error of animation position compression.
animationRotationErrorAllowed error of animation rotation compression.
animationScaleErrorAllowed error of animation scale compression.
animationTypeAnimator generation mode.
animationWrapModeThe default wrap mode for the generated animation clips.
autoGenerateAvatarMappingIfUnspecifiedGenerate auto mapping if no avatarSetup is provided when importing humanoid animation.
avatarSetupThe Avatar generation of the imported model.
bakeAxisConversionComputes the axis conversion on geometry and animation for Models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up). When enabled, Unity transforms the geometry and animation data in order to convert the axis. When disabled, Unity transforms the root GameObject of the hierarchy in order to convert the axis.
bakeIKBake Inverse Kinematics (IK) when importing.
clipAnimationsAnimation clips to split animation into. Additional resources: ModelImporterClipAnimation.
defaultClipAnimationsGenerate a list of all default animation clip based on TakeInfo.
extraExposedTransformPathsAnimation optimization setting.
extraUserPropertiesA list of default FBX properties to treat as user properties during OnPostprocessGameObjectWithUserProperties.
fileScaleScaling factor used when useFileScale is set to true (Read-only).
generateAnimationsAnimation generation options.
generateSecondaryUVGenerate secondary UV set for lightmapping.
globalScaleGlobal scale factor for importing.
humanDescriptionThe human description that is used to generate an Avatar during the import process.
humanoidOversamplingControls how much oversampling is used when importing humanoid animations for retargeting.
importAnimatedCustomPropertiesImport animated custom properties from file.
importAnimationImport animation from file.
importBlendShapeDeformPercentImport BlendShapes deform percent.
importBlendShapeNormalsBlend shape normal import options.
importBlendShapesControls import of BlendShapes.
importCamerasControls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated.
importConstraintsImport animation constraints.
importedTakeInfosGenerates the list of all imported take.
importLightsControls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated.
importNormalsVertex normal import options.
importTangentsVertex tangent import options.
importVisibilityUse visibility properties to enable or disable MeshRenderer components.
indexFormatFormat of the imported mesh index buffer data.
isBakeIKSupportedIs Bake Inverse Kinematics (IK) supported by this importer.
isReadableAre mesh vertices and indices accessible from script?
isTangentImportSupportedIs import of tangents supported by this importer.
isUseFileUnitsSupportedIs useFileUnits supported for this asset.
keepQuadsIf this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior.
materialImportModeMaterial creation options.
materialLocationMaterial import location options.
materialNameMaterial naming setting.
materialSearchExisting material search setting.
maxBonesPerVertexThe maximum number of bones per vertex stored in this mesh data.
meshCompressionMesh compression setting.
meshOptimizationFlagsOptions to control the optimization of mesh data during asset import.
minBoneWeightMinimum bone weight to keep.
motionNodeNameThe path of the transform used to generation the motion of the animation.
normalCalculationModeNormal generation options for ModelImporter.
normalSmoothingAngleSmoothing angle (in degrees) for calculating normals.
normalSmoothingSourceSource of smoothing information for calculation of normals.
optimizeBonesOnly import bones where they are connected to vertices.
optimizeGameObjectsAnimation optimization setting.
optimizeMeshPolygonsOptimize the order of polygons in the mesh to make better use of the GPUs internal caches to improve rendering performance.
optimizeMeshVerticesOptimize the order of vertices in the mesh to make better use of the GPUs internal caches to improve rendering performance.
preserveHierarchyIf true, always create an explicit Prefab root. Otherwise, if the model has a single root, it is reused as the Prefab root.
referencedClipsReturns the matching referenced clip assets for this model.
removeConstantScaleCurvesRemoves constant animation curves with values identical to the object initial scale value.
resampleCurvesIf set to false, the importer will not resample curves when possible. Read more about animation curve resampling.Notes:- Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot.- This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import.
secondaryUVAngleDistortionThreshold for angle distortion (in degrees) when generating secondary UV.
secondaryUVAreaDistortionThreshold for area distortion when generating secondary UV.
secondaryUVHardAngleHard angle (in degrees) for generating secondary UV.
secondaryUVMarginMethodMethod to use for handling margins when generating secondary UV.
secondaryUVMinLightmapResolutionThe minimum lightmap resolution in texels per unit that the associated model is expected to have.
secondaryUVMinObjectScaleThe minimum object scale that the associated model is expected to have.
secondaryUVPackMarginMargin to be left between charts when packing secondary UV.
skinWeightsSkin weights import options.
sortHierarchyByNameSorts the gameObject hierarchy by name.
sourceAvatarImports the HumanDescription from the given Avatar.
strictVertexDataChecksEnables strict checks on imported vertex data.
swapUVChannelsSwap primary and secondary UV channels when importing.
transformPathsGenerates the list of all imported Transforms.
useFileScaleUse FileScale when importing.
useFileUnitsDetect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.
useSRGBMaterialColorWhen disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear color space in Player rendering settings. The default value is true.
weldVerticesCombine vertices that share the same position in space.

Public Methods

CreateDefaultMaskForClipCreates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation.
ExtractTexturesExtracts the embedded textures from a model file (such as FBX or SketchUp).
SearchAndRemapMaterialsSearch the project for matching materials and use them instead of the internal materials.

Static Methods

GetReferencedClipsForModelPathReturns all the referenced clips matching the given model name.

Inherited Members

Properties

assetBundleNameGet or set the AssetBundle name.
assetBundleVariantGet or set the AssetBundle variant.
assetPathThe path name of the asset for this importer. (Read Only)
importSettingsMissingThe value is true when no meta file is provided with the imported asset.
userDataGet or set any user data.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

AddRemapMap a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type.
GetExternalObjectMapGets a copy of the external object map used by the AssetImporter.
RemoveRemapRemoves an item from the map of external objects.
SaveAndReimportSave asset importer settings if asset importer is dirty.
SetAssetBundleNameAndVariantSet the AssetBundle name and variant.
SupportsRemappedAssetTypeChecks if the AssetImporter supports remapping the given asset type.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

GetAtPathRetrieves the asset importer for the asset at path.
GetImportLogRetrieves logs generated during the import of the asset at path.
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.