通過創(chuàng)建繼承AssetPostprocessor的C#腳本,監(jiān)聽FBX導入事件并自動修改導入設置,可實現(xiàn)高效自動化處理。首先在Editor文件夾下創(chuàng)建FBXPostprocessor腳本,重寫OnPreprocessModel方法,通過assetPath判斷文件路徑是否位于指定FBX文件夾內(nèi),推薦使用System.IO.Path.GetDirectoryName(assetPath).StartsWith避免誤判。若路徑匹配,則獲取ModelImporter實例并調(diào)整其屬性,如禁用材質(zhì)導入、設置動畫類型或縮放。為避免硬編碼,可創(chuàng)建FBXImportSettings ScriptableObject,在Inspector中配置導入?yún)?shù),并在Postprocessor中引用該實例應用設置。支持多個FBX文件夾時,可定義FolderSettingsPair列表,在Inspector中為不同路徑分配獨立設置。此外,通過實現(xiàn)OnPostprocessModel方法,可在模型導入后自動創(chuàng)建Prefab,使用Path.GetFileNameWithoutExtension生成Prefab名稱,并通過PrefabUtility.SaveAsPrefabAsset保存至指定目錄。此方案實現(xiàn)路徑判斷精準、配置靈活、支持嵌套文件夾與多規(guī)則管理,顯著提升資源導入效率與項目可維護性。
給FBX文件夾腳本,本質(zhì)上是為了自動化處理導入Unity的FBX文件,提高工作效率。核心在于監(jiān)聽文件導入事件,然后根據(jù)預設規(guī)則修改FBX的導入設置。
解決方案:
創(chuàng)建Editor腳本: 在Unity項目的
Editor
FBXPostprocessor.cs
繼承AssetPostprocessor: 讓腳本繼承
AssetPostprocessor
實現(xiàn)OnPreprocessModel: 重寫
OnPreprocessModel
ModelImporter
路徑判斷: 在
OnPreprocessModel
assetPath
assetPath.StartsWith("Assets/YourFBXFolder/")
修改ModelImporter屬性: 如果資源路徑符合條件,就可以修改
ModelImporter
importMaterials = false
animationType = ModelImporterAnimationType.Generic
保存設置: Unity會自動保存你對
ModelImporter
示例代碼:
using UnityEditor; using UnityEngine; public class FBXPostprocessor : AssetPostprocessor { void OnPreprocessModel() { string assetPath = assetPath; if (assetPath.StartsWith("Assets/FBX_Models/")) // 替換為你的FBX文件夾路徑 { ModelImporter modelImporter = (ModelImporter)assetImporter; modelImporter.importMaterials = false; // 禁止導入材質(zhì) modelImporter.animationType = ModelImporterAnimationType.Generic; // 設置動畫類型為Generic modelImporter.globalScale = 0.01f; //設置縮放 // 可以添加更多自定義設置 Debug.Log("Processing FBX: " + assetPath); } } }
如果FBX文件夾下還有子文件夾,簡單地使用
StartsWith
assetPath.Contains("Assets/FBX_Models/")
System.IO.Path.GetDirectoryName(assetPath).StartsWith("Assets/FBX_Models/")
硬編碼在大型項目中難以維護??梢詣?chuàng)建一個ScriptableObject來存儲FBX導入設置,然后在
FBXPostprocessor
創(chuàng)建ScriptableObject: 創(chuàng)建一個C#腳本,例如
FBXImportSettings.cs
ScriptableObject
importMaterials
animationType
創(chuàng)建ScriptableObject實例: 在Unity編輯器中,右鍵點擊Project窗口,選擇Create -> FBX Import Settings。創(chuàng)建一個ScriptableObject實例。
在FBXPostprocessor中引用: 在
FBXPostprocessor
FBXImportSettings
[SerializeField]
讀取配置: 在
OnPreprocessModel
FBXImportSettings
ModelImporter
示例代碼:
// FBXImportSettings.cs using UnityEngine; [CreateAssetMenu(fileName = "FBXImportSettings", menuName = "FBX/Import Settings")] public class FBXImportSettings : ScriptableObject { public bool importMaterials = false; public ModelImporterAnimationType animationType = ModelImporterAnimationType.Generic; public float globalScale = 1.0f; } // FBXPostprocessor.cs using UnityEditor; using UnityEngine; public class FBXPostprocessor : AssetPostprocessor { [SerializeField] public FBXImportSettings importSettings; void OnPreprocessModel() { string assetPath = assetPath; if (assetPath.StartsWith("Assets/FBX_Models/")) // 替換為你的FBX文件夾路徑 { ModelImporter modelImporter = (ModelImporter)assetImporter; if (importSettings != null) { modelImporter.importMaterials = importSettings.importMaterials; modelImporter.animationType = importSettings.animationType; modelImporter.globalScale = importSettings.globalScale; } Debug.Log("Processing FBX: " + assetPath); } } }
FBXPostprocessor.cs
FBXImportSettings
Import Settings
AssetPostprocessor
OnPostprocessModel
實現(xiàn)OnPostprocessModel: 重寫
OnPostprocessModel
創(chuàng)建Prefab: 在
OnPostprocessModel
PrefabUtility.SaveAsPrefabAsset
命名Prefab: 可以使用
System.IO.Path.GetFileNameWithoutExtension(assetPath)
示例代碼:
using UnityEditor; using UnityEngine; using System.IO; public class FBXPostprocessor : AssetPostprocessor { [SerializeField] public FBXImportSettings importSettings; void OnPreprocessModel() { string assetPath = assetPath; if (assetPath.StartsWith("Assets/FBX_Models/")) // 替換為你的FBX文件夾路徑 { ModelImporter modelImporter = (ModelImporter)assetImporter; if (importSettings != null) { modelImporter.importMaterials = importSettings.importMaterials; modelImporter.animationType = importSettings.animationType; modelImporter.globalScale = importSettings.globalScale; } Debug.Log("Processing FBX: " + assetPath); } } void OnPostprocessModel(GameObject go) { string assetPath = assetPath; if (assetPath.StartsWith("Assets/FBX_Models/")) { string prefabPath = "Assets/Prefabs/" + Path.GetFileNameWithoutExtension(assetPath) + ".prefab"; PrefabUtility.SaveAsPrefabAsset(go, prefabPath); Debug.Log("Created prefab: " + prefabPath); } } }
需要注意的是,你需要確保
Assets/Prefabs
可以使用多個
FBXImportSettings
FBXPostprocessor
Dictionary<string, FBXImportSettings>
創(chuàng)建Dictionary: 在
FBXPostprocessor
Dictionary<string, FBXImportSettings>
[SerializeField]
配置Dictionary: 在Inspector窗口中,為每個FBX文件夾添加一個鍵值對,鍵為文件夾路徑,值為對應的
FBXImportSettings
選擇設置: 在
OnPreprocessModel
FBXImportSettings
示例代碼:
using UnityEditor; using UnityEngine; using System.Collections.Generic; public class FBXPostprocessor : AssetPostprocessor { [SerializeField] public List<FolderSettingsPair> folderSettingsPairs = new List<FolderSettingsPair>(); [System.Serializable] public class FolderSettingsPair { public string folderPath; public FBXImportSettings importSettings; } void OnPreprocessModel() { string assetPath = assetPath; foreach (var pair in folderSettingsPairs) { if (assetPath.StartsWith(pair.folderPath)) { ModelImporter modelImporter = (ModelImporter)assetImporter; if (pair.importSettings != null) { modelImporter.importMaterials = pair.importSettings.importMaterials; modelImporter.animationType = pair.importSettings.animationType; modelImporter.globalScale = pair.importSettings.globalScale; } Debug.Log("Processing FBX: " + assetPath + " with settings for " + pair.folderPath); return; // 找到匹配的設置后,退出循環(huán) } } } void OnPostprocessModel(GameObject go) { string assetPath = assetPath; foreach (var pair in folderSettingsPairs) { if (assetPath.StartsWith(pair.folderPath)) { string prefabPath = "Assets/Prefabs/" + System.IO.Path.GetFileNameWithoutExtension(assetPath) + ".prefab"; PrefabUtility.SaveAsPrefabAsset(go, prefabPath); Debug.Log("Created prefab: " + prefabPath); return; } } } }
這個方案允許你為每個FBX文件夾配置不同的導入設置,并自動創(chuàng)建Prefab。通過ScriptableObject,你可以方便地在Inspector窗口中修改設置,而無需修改代碼。記住,自動化腳本的目的是為了提高效率,減少重復勞動。
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