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Question by Svarling · Oct 04, 2016 at 07:33 AM · importmaterialsfbx

Is it possible to retrieve materials from already imported mesh (with material import settings set to false)?

Hi!

I have a game with thousands of characters. Each consist of multiple materials. That results in a huge amount of material files in the project.

I'd like to solve this by having mesh settings set to NOT import materials and create them in runtime instead. The only thing i want to keep is the name of the material for each submesh.

Apparently that information is lost when import materials is ticked false in the settings for the mesh. Do i need to make a custom fbx importer or is there a more clever way of just retrieving the materials?

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avatar image chillersanim · Oct 04, 2016 at 09:12 AM 0
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I don't know of a code way to solve this, but there's perhaps another way.
If you have access to the resource files (maya, blender, whatever), try to create a na$$anonymous$$g convention for materials (e.g. $$anonymous$$at01, $$anonymous$$at02).
If all models have unique names, you can create materials made up by a combination of both ($$anonymous$$odel01_$$anonymous$$at01, $$anonymous$$odel02_$$anonymous$$at01, etc.)

Otherwise you could create a text file storing the materials used for each mesh.
This would allow you to reuse materials for multiple meshes and easily switch them out by changing the file.

avatar image ScaniX · Oct 04, 2016 at 09:24 AM 0
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Take a look at the PostProcessor, there are callbacks for OnPreprocess$$anonymous$$odel and OnAssign$$anonymous$$aterial$$anonymous$$odel that might help you here:

https://docs.unity3d.com/ScriptReference/AssetPostprocessor.html

You might need to reimport the models in question to invoke the processor.

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