GetImporterOverride(string)
Returns the type of the override importer.
Read time 1 minuteLast updated 12 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
public static Type GetImporterOverride(string path)
Parameters
Project relative path for the asset.
Returns
Type | Description |
|---|---|
| Type | Importer type. |
Remarks
Returns null if there isn't one.
Examples
using UnityEngine;using UnityEditor;using UnityEditor.AssetImporters;using UnityEngine.Assertions;public class AssetDatabaseExamples : MonoBehaviour{ [MenuItem("AssetDatabase/Example Importer Actions")] static void AllImporterActions() { //This sets CubeImporter to be used for the asset AssetDatabase.SetImporterOverride<CubeImporter>("Assets/CompanionCube.cube"); Debug.Log("New importer: " + AssetDatabase.GetImporterOverride("Assets/CompanionCube.cube")); //This clears importer override and sets it to null AssetDatabase.ClearImporterOverride("Assets/CompanionCube.cube"); Assert.IsNull(AssetDatabase.GetImporterOverride("Assets/CompanionCube.cube")); }}//This is Example Importer[ScriptedImporter(1, "cube")]public class CubeImporter : ScriptedImporter{ public float m_Scale = 1; public override void OnImportAsset(AssetImportContext ctx) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var position = new Vector3(0, 0, 0); cube.transform.position = position; cube.transform.localScale = new Vector3(m_Scale, m_Scale, m_Scale); // 'cube' is a GameObject and will be automatically converted into a prefab ctx.AddObjectToAsset("main obj", cube); ctx.SetMainObject(cube); var material = new Material(Shader.Find("Standard")); material.color = Color.red; ctx.AddObjectToAsset("my Material", material); var tempMesh = new Mesh(); }}