SketchUpImporter

class in UnityEditor

/

다음으로부터 상속:ModelImporter

매뉴얼로 전환

설명

Derives from AssetImporter to handle importing of SketchUp files.

From the SketchUpImporter, you can access certain properties that are extracted from the SketchUp file.

The following is an example of showing the geo coordinate extracted from the SketchUp file.

using UnityEngine;
using UnityEditor;

public class SketchUpUtility { public static void ShowGeoCoordinate(GameObject go) { string assetPath = AssetDatabase.GetAssetPath(go); // get asset path // get SketchUpImporter SketchUpImporter importer = AssetImporter.GetAtPath(assetPath) as SketchUpImporter; if (importer == null) { Debug.Log("This object is not imported by SketchUpImporter"); return; }

Debug.Log(string.Format("Lat:{0} Long:{1} NorthCorrection:{2}", importer.latitude, importer.longitude, importer.northCorrection)); } }

변수

latitudeRetrieves the latitude Geo Coordinate imported from the SketchUp file.
longitudeRetrieves the longitude Geo Coordinate imported from the SketchUp file.
northCorrectionRetrieves the north correction value imported from the SketchUp file.

Public 함수

GetDefaultCameraThe default camera or the camera of the active scene which the SketchUp file was saved with.
GetScenesThe method returns an array of SketchUpImportScene which represents SketchUp scenes.

상속된 멤버

변수

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.
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.
bakeIKBake Inverse Kinematics (IK) when importing.
clipAnimationsAnimation clips to split animation into. See Also: ModelImporterClipAnimation.
defaultClipAnimationsGenerate a list of all default animation clip based on TakeInfo.
extraExposedTransformPathsAnimation optimization setting.
extraUserPropertiesAdditional properties to treat as user properties.
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.
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.
importMaterialsImport materials from file.
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.
materialLocationMaterial import location options.
materialNameMaterial naming setting.
materialSearchExisting material search setting.
meshCompressionMesh compression setting.
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.
optimizeGameObjectsAnimation optimization setting.
optimizeMeshVertex optimization setting.
preserveHierarchyIf true, always create an explicit prefab root. Otherwise, if the model has a single root, it is reused as the prefab root.
referencedClipsGenerates the list of all imported Animations.
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.
secondaryUVPackMarginMargin to be left between charts when packing secondary UV.
sourceAvatarImports the HumanDescription from the given Avatar.
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.
weldVerticesCombine vertices that share the same position in space.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public 함수

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.
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.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

정적 함수

GetAtPathRetrieves the asset importer for the asset at path.
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

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.