ScriptedImporter
class in
UnityEditor.AssetImporters
/
Inherits from:AssetImporter
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Description
Abstract base class for custom Asset importers.
Scripted importers are scripts that are associated with specific file extensions. They are invoked by Unity's Asset pipeline to convert the contents of associated files into Assets.
Use the ScriptedImporterAttribute class to register custom importers with the Asset pipeline.
The C# fields of a ScriptedImporter are serialized, exactly like fields on a MonoBehaviour. See Script Serialization for details.
You can see these properties in the Inspector and use them to control the behaviour of the importer for each asset.
To programmatically access the value of an asset's properties, use AssetImporter.GetAtPath and type cast the return value to the correct class derived from ScriptedImporter.
After changing values, trigger a fresh import by calling EditorUtility.SetDirty and then AssetImporter.SaveAndReimport.
using UnityEngine;
using UnityEditor.AssetImporters;
using System.IO;
[ScriptedImporter(1, "cube")]
public class CubeImporter : ScriptedImporter
{
public float m_Scale = 1;
public override void OnImportAsset(AssetImportContext ctx)
{
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
var position = JsonUtility.FromJson<Vector3>(File.ReadAllText(ctx.assetPath));
cube.transform.position = position;
cube.transform.localScale = new Vector3(m_Scale, m_Scale, m_Scale);
// 'cube' is a GameObject and will be automatically converted into a Prefab
// (Only the 'Main Asset' is eligible to become a Prefab.)
ctx.AddObjectToAsset("main obj", cube);
ctx.SetMainObject(cube);
var material = new Material(Shader.Find("Standard"));
material.color = Color.red;
// Assets must be assigned a unique identifier string consistent across imports
ctx.AddObjectToAsset("my Material", material);
// Assets that are not passed into the context as import outputs must be destroyed
var tempMesh = new Mesh();
DestroyImmediate(tempMesh);
}
}
Public Methods
OnImportAsset | This method must by overriden by the derived class and is called by the Asset pipeline to import files. |
SupportsRemappedAssetType | Override this method if your ScriptedImporter supports remapping specific asset types. |
Messages
GatherDependenciesFromSourceFile | A static callback that you can implement to set up artifact dependencies to other Assets, and optimize the order your assets are imported. |
OnValidate | This function is called when the importer is loaded or a value is changed in the Inspector. |
Reset | Reset to default values. |
Inherited Members
Static Methods
GetAtPath | Retrieves the asset importer for the asset at path. |
GetImportLog | Retrieves logs generated during the import of the asset at path. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
Operators
bool | Does 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. |