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How do I change the pre-processing order of models imported with an Editor AssetPostprocessor?
I'm trying to use an AssetPostprocessor
in the Editor folder to automate the processing all of my FBX models as they're imported to make sure they're imported with the correct settings.
But I'm running into a problem. How do I handle animations that are imported from separate files that are dependent on a base model file? I want these animation models to use the same avatar that's automatically generated by Unity for the base model object. The issue is that Unity always seems to import the secondary animation models before it imports the base model. Is there any way to control the order that the files are imported in?
To illustrate, let's say I have the following 3 files:
The way I want these files to be imported is like this: Player.fbx would get imported first, and its avatar would be automatically generated by Unity using ModelImporterAvatarSetup.CreateFromThisModel
. Then the two secondary animation files (the Idle and Walk animation) would get imported afterward, and their avatars would be set to use the base model's avatar using ModelImporterAvatarSetup.CopyFromOther
.
The problem is that Unity imports Player@Idle and Player@Walk before it imports Player, so the auto-generated avatar (from Player) doesn't exist yet. If I import just Player by itself, and then later import the animation files, then I can get everything set up the way I want it. (See code below, which only works if I import the files in two separate batches.) But I cannot figure out how to control the import ordering when all of the files are imported at the same time.
I found GetPostprocessOrder()
, but that doesn't seem to work—either that, or it doesn't work until after OnPreprocessModel()
, which does me no good. This is driving me crazy! Is there any way to control the model pre-processing import order?
public class ModelImportOverride : AssetPostprocessor
{
private void OnPreprocessModel()
{
ModelImporter importer = assetImporter as ModelImporter;
var assetPath = importer.assetPath.ToLower();
var modelName = GetModelName(assetPath);
var modelAvatar = GetModelAvatarName(assetPath);
var modelAnimation = GetModelAnimationName(assetPath);
importer.animationType = ModelImporterAnimationType.Human;
if (String.IsNullOrEmpty(modelAnimation))
{
importer.avatarSetup = ModelImporterAvatarSetup.CreateFromThisModel;
}
else
{
importer.avatarSetup = ModelImporterAvatarSetup.CopyFromOther;
importer.sourceAvatar = AssetDatabase.LoadAssetAtPath<Avatar>(modelAnimation);
}
}
}
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