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Question by lowbloodsugar · Jan 27, 2010 at 04:28 AM · editortextureimporteditor-scriptingtexture2d

Editor class "Texture Importer" question (applying settings to multiple texture assets).

Hi, Is there a way to apply settings to multiple texture assets? For example set the mipmap parameters for a selection of textures in a directory?

If you have multiple textures selected, changing settings only affects the first texture.

I have looked into writing an editor script, but the problem I ran into there was the function:

http://unity3d.com/support/documentation/ScriptReference/Selection.html

only returns selections inside of the scene. It will not return a selection of project assets.

Any suggestions for batch applying "texture settings" through the editor or through editor scripts?

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Answer by Eric5h5 · Jan 27, 2010 at 05:06 AM

Have a look at this script on the wiki.

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avatar image duck ♦♦ · Jan 27, 2010 at 10:22 AM 0
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wow, nice! hadn't seen that before

avatar image lowbloodsugar · Jan 30, 2010 at 12:10 AM 0
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Thats exactly what I was looking for. Thanks. This script uses selection function's optional parameter, called "Selection$$anonymous$$ode.DeepAssets", that is the real trick for selecting objects in the file folder.

avatar image felixwcf85 · May 18, 2015 at 03:07 AM 0
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Link is not existed anymore. Someone please answer the question? I need the solution as well. Thank you.

avatar image guru20 · Aug 08, 2015 at 06:54 PM 0
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Would love to see the same... the documentation is pretty obtuse as to how to make TextureImporter work. Would be great to see a tutorial, video, or example

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Answer by dreasgrech · Jan 09, 2016 at 04:01 PM

Since I have don't have enough reputation to post a comment on Eric5h5's answer, I have to post this as an answer instead.

Here is a mirror for the link in his answer since people have requested it: http://wiki.unity3d.com/index.php?title=TextureImportSettings

This is the method which fetches the currently selected textures:

 static Object[] GetSelectedTextures()
 {
     return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);
 }
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