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Question by Blazor Ramone · Aug 06, 2015 at 05:22 PM · editor-scriptingscriptableobjectassetpostprocessor

How to access ScriptableObject during initial import pre-process?

For my project I have created a custom asset importer (descendant of AssetPostprocessor) that utilizes data stored in a ScriptableObject, such as folders that would be used to identify certain import options. The problem I am seeing is that I am unable to correctly instantiate the ScriptableObject from the asset during a preprocess function (e.g. OnPreprocessTexture()) on an initial import, that is when the project is first retrieve from source control or if the Library file is deleted.

In other words the following code doesn't return the ScriptableObject reference on initial import but does on subsequent imports, in both cases I am sure the asset file exists.

     private T InstanceGetData<T>() where T: ScriptableObject
     {
         
         string settingPath = SETTINGS_ASSET_PATH + typeof(T).Name + ".asset";
         //This will not work during an initial import
         T data = AssetDatabase.LoadAssetAtPath(settingPath, typeof(T)) as T;
 
         if (data == null)
         {
             Debug.LogError(typeof(T).ToString() + " not defined");
         }
 
         return data;        
     }

Is there some other way to get a ScriptableObject reference from the asset at this point, other than writing a custom deserialier? Or, is there a way to get the editor to complete import of my scriptable objects before beginning the import of other assets?

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