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Question by alexnode · Apr 12, 2010 at 05:34 PM · collidertriggerarraysassetpostprocessorimporter

How to add a specific object from one array to another ?

Ok I have a small problem with the assetPostprocessor. I want to automatically add colliders and triggers on import using this script. I got this script from the wiki and it is really great ... but I am trying to add some extra functionality (The second Part of the script)and I have a problem.

everything is imported as a trigger ... I think that I have somehow to differentiate the array in but I am not sure how. Any help or suggestion will be appreciated. I am importing one model that has one trigger, one collision mesh, and the visible model.

public class BoundingBoxAdder : AssetPostprocessor { void OnPostprocessModel(GameObject g) { // filter out only animations. string lowerCaseAssetPath = assetPath.ToLower();

     if (lowerCaseAssetPath.IndexOf("/environment/") == -1)  //do this ONLY if we are in the ENVIRONMENT FOLDER, assets/environment/...
         return;

     Apply(g.transform);

 }


 // Add a mesh collider to each game object that contains collider in its name
 void Apply (Transform transform){
     if (transform.name.ToLower().Contains("collider")){
         transform.gameObject.AddComponent(typeof(MeshCollider));


         Object[] smr = transform.gameObject.GetComponentsInChildren(typeof(MeshRenderer), false);
         Object[] mfs = transform.gameObject.GetComponentsInChildren(typeof(MeshFilter), false);

          foreach (MeshRenderer o in smr){
             Object.DestroyImmediate(o, true);
         }
         foreach (MeshFilter mf in mfs){
             Object.DestroyImmediate(mf, true);
         }
     }



     if (transform.name.ToLower().Contains("trigger")){
         transform.gameObject.AddComponent(typeof(MeshCollider));
          transform.gameObject.collider.isTrigger = true;

         Object[] amr= transform.gameObject.GetComponentsInChildren(typeof(MeshRenderer), false);
         Object[] afs = transform.gameObject.GetComponentsInChildren(typeof(MeshFilter), false);

          foreach (MeshRenderer a in amr){
             Object.DestroyImmediate(a, true);
         }
         foreach (MeshFilter af in afs){
             Object.DestroyImmediate(af, true);
         }
     }

     // Recurse
     foreach(Transform child in transform)
         Apply(child);
 }

}

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Answer by alexnode · Apr 12, 2010 at 06:42 PM

Ok i don't know what did I do, but my code is like that now and it works ... magic ! sorry if you read it in the first place ...

using UnityEngine; using UnityEditor; using System.Collections;

public class BoundingBoxAdder : AssetPostprocessor { void OnPostprocessModel(GameObject g) { // filter out only animations. string lowerCaseAssetPath = assetPath.ToLower();

     if (lowerCaseAssetPath.IndexOf("/editor/") == -1)  //do this ONLY if we are in the ENVIRONMENT FOLDER, assets/environment/...
         return;

     Apply(g.transform);

 }


 // Add a mesh collider to each game object that contains collider in its name
 void Apply (Transform transform){
     if (transform.name.ToLower().Contains("collider")){
         transform.gameObject.AddComponent(typeof(MeshCollider));


         Object[] smr = transform.gameObject.GetComponentsInChildren(typeof(MeshRenderer), false);
         Object[] mfs = transform.gameObject.GetComponentsInChildren(typeof(MeshFilter), false);

          foreach (MeshRenderer o in smr){
             Object.DestroyImmediate(o, true);
         }
         foreach (MeshFilter mf in mfs){
             Object.DestroyImmediate(mf, true);
         }
     }

     // Recurse
    // foreach(Transform child in transform)
     //    Apply(child);


     if (transform.name.ToLower().Contains("trigger")){
         transform.gameObject.AddComponent(typeof(MeshCollider));
          transform.gameObject.collider.isTrigger = true;

         Object[] amr= transform.gameObject.GetComponentsInChildren(typeof(MeshRenderer), false);
         Object[] afs = transform.gameObject.GetComponentsInChildren(typeof(MeshFilter), false);

          foreach (MeshRenderer a in amr){
             Object.DestroyImmediate(a, true);
         }
         foreach (MeshFilter af in afs){
             Object.DestroyImmediate(af, true);
         }
     }

     // Recurse
     foreach(Transform child in transform)
         Apply(child);
 }

}

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