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Question by RomanB205 · Aug 20, 2020 at 01:40 PM · materialeditor-scriptingassetbundle

How to extract every material from a scene inside an editor script?

I have to write an editor script which saves the contents of an imported scene (which uses an internal process) onto Unity. The import itself works fine, I have every single GameObject with their respective materials, some of which have been imported via an AssetBundle.

All the materials are fine.

So, when I save the scene, I lose some of my materials since they come from AssetBundles.

Note : All materials here are marked as 'None', not 'Missing'

In order to circumvent this issue, I must find a way to save all AssetBundle ressources into my Unity Project in order to keep my material references.

For the moment, I've tried getting all Renderers via FindObjectsOfType. Here's the snippet :

     foreach (var renderer in FindObjectsOfType<Renderer>())
     {
         var materials = renderer.sharedMaterials;
         for (var i = 0; i < renderer.sharedMaterials.Length; i++)
         {
             var materialPath = materialsPath + "/Materials/" + materials[i].name + ".mat";

             if (!AssetDatabase.Contains(materials[i]))
             {
                 AssetDatabase.CreateAsset(materials[i], materialPath);
             }
         }
     }

This results in keeping the materials, but discarding the textures. If you want more details in order to help, feel free to ask.

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