Version: 2021.3
언어: 한국어

AssetPostprocessor.OnPostprocessGameObjectWithUserProperties(GameObject,string[],object[])

매뉴얼로 전환

설명

Gets called for each GameObject that had at least one user property attached to it in the imported file.

The second argument string array (propNames) contains all the names of the properties found. The System.Object array (values) contains all the actual values. These can be of type string, Vector4, bool, Color, float, int.

A typical use case for this feature is reading out "userdata" stored on objects in 3dmax/maya. Depending on what is written in the text userdata for an object, you could decide to postprocess your GameObject in different ways.

For a detailed description of the stage when the function is invoked see AssetPostprocessor.

Please note that the GameObjects and Meshes only exist during the import and will be destroyed immediately afterwards. This function is called before the final Prefab is created and before it is written to disk, thus you have full control over the generated game objects and components. Any references to game objects or meshes will become invalid after the import has been completed. Thus it is not possible to create a new Prefab in a different file from OnPostprocessGameObjectWithUserProperties that references meshes in the imported fbx file.

using UnityEngine;
using UnityEditor;
using System;
using System.Collections;

public class ExampleClass : AssetPostprocessor { void OnPostprocessGameObjectWithUserProperties( GameObject go, string[] propNames, System.Object[] values) { for (int i = 0; i < propNames.Length; i++) { string propName = propNames[i]; System.Object value = (System.Object)values[i];

Debug.Log("Propname: " + propName + " value: " + values[i]);

if (value.GetType().ToString() == "System.Int32") { int myInt = (int)value; // do something useful }

// etc... } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961