ScriptedImporterAttribute
Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline.
Read time 9 minutesLast updated 12 days ago
Definition
- Type: Constructor
- Namespace: UnityEditor.AssetImporters
- Assembly: UnityEditor.CoreModule
ScriptedImporterAttribute(int, string)
Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline.
public ScriptedImporterAttribute(int version, string ext)
Parameters
A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions.
Single file name extension (not including the leading period character) that the scripted importer handles.
Remarks
Always increment a scripted importer's version number whenever the script changes. This forces Assets imported with lower version numbers to be re-imported.
If the Editor's Auto Refresh preference is enabled, editing a script outside of the editor and saving it triggers a re-import of both the script and all Assets of the corresponding type. The following example declares an importer that handles files with extension and .
cbcubeusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"cb", "cube"})]public class CubeImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with extension . Its importQueueOffset parameter is set to 10, forcing assets with extension to be imported after all other scripted importers that have an importQueueOffset of less than 10.
spheresphereusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, "sphere", 10)]public class SphereImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with the extension and that can be used to import files instead of Unity's default ModelImporter.
fbbfbxusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"fbb"}, new[] {"fbx"})]public class CustomModelImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
ScriptedImporterAttribute(int, string, int)
Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline.
public ScriptedImporterAttribute(int version, string ext, int importQueueOffset)
Parameters
A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions.
Single file name extension (not including the leading period character) that the scripted importer handles.
Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process.
Remarks
Always increment a scripted importer's version number whenever the script changes. This forces Assets imported with lower version numbers to be re-imported.
If the Editor's Auto Refresh preference is enabled, editing a script outside of the editor and saving it triggers a re-import of both the script and all Assets of the corresponding type. The following example declares an importer that handles files with extension and .
cbcubeusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"cb", "cube"})]public class CubeImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with extension . Its importQueueOffset parameter is set to 10, forcing assets with extension to be imported after all other scripted importers that have an importQueueOffset of less than 10.
spheresphereusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, "sphere", 10)]public class SphereImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with the extension and that can be used to import files instead of Unity's default ModelImporter.
fbbfbxusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"fbb"}, new[] {"fbx"})]public class CustomModelImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
ScriptedImporterAttribute(int, string[])
Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline.
public ScriptedImporterAttribute(int version, string[] exts)
Parameters
A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions.
List of file name extensions (not including the leading period character) that the scripted importer handles.
Remarks
Always increment a scripted importer's version number whenever the script changes. This forces Assets imported with lower version numbers to be re-imported.
If the Editor's Auto Refresh preference is enabled, editing a script outside of the editor and saving it triggers a re-import of both the script and all Assets of the corresponding type. The following example declares an importer that handles files with extension and .
cbcubeusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"cb", "cube"})]public class CubeImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with extension . Its importQueueOffset parameter is set to 10, forcing assets with extension to be imported after all other scripted importers that have an importQueueOffset of less than 10.
spheresphereusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, "sphere", 10)]public class SphereImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with the extension and that can be used to import files instead of Unity's default ModelImporter.
fbbfbxusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"fbb"}, new[] {"fbx"})]public class CustomModelImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
ScriptedImporterAttribute(int, string[], string[])
Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline.
public ScriptedImporterAttribute(int version, string[] exts, string[] overrideExts)
Parameters
A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions.
List of file name extensions (not including the leading period character) that the scripted importer handles.
List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s).
Remarks
Always increment a scripted importer's version number whenever the script changes. This forces Assets imported with lower version numbers to be re-imported.
If the Editor's Auto Refresh preference is enabled, editing a script outside of the editor and saving it triggers a re-import of both the script and all Assets of the corresponding type. The following example declares an importer that handles files with extension and .
cbcubeusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"cb", "cube"})]public class CubeImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with extension . Its importQueueOffset parameter is set to 10, forcing assets with extension to be imported after all other scripted importers that have an importQueueOffset of less than 10.
spheresphereusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, "sphere", 10)]public class SphereImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with the extension and that can be used to import files instead of Unity's default ModelImporter.
fbbfbxusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"fbb"}, new[] {"fbx"})]public class CustomModelImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
ScriptedImporterAttribute(int, string[], int)
Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline.
public ScriptedImporterAttribute(int version, string[] exts, int importQueueOffset)
Parameters
A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions.
List of file name extensions (not including the leading period character) that the scripted importer handles.
Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process.
Remarks
Always increment a scripted importer's version number whenever the script changes. This forces Assets imported with lower version numbers to be re-imported.
If the Editor's Auto Refresh preference is enabled, editing a script outside of the editor and saving it triggers a re-import of both the script and all Assets of the corresponding type. The following example declares an importer that handles files with extension and .
cbcubeusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"cb", "cube"})]public class CubeImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with extension . Its importQueueOffset parameter is set to 10, forcing assets with extension to be imported after all other scripted importers that have an importQueueOffset of less than 10.
spheresphereusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, "sphere", 10)]public class SphereImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with the extension and that can be used to import files instead of Unity's default ModelImporter.
fbbfbxusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"fbb"}, new[] {"fbx"})]public class CustomModelImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
ScriptedImporterAttribute(int, string[], string[], int)
Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline.
public ScriptedImporterAttribute(int version, string[] exts, string[] overrideExts, int importQueueOffset)
Parameters
A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions.
List of file name extensions (not including the leading period character) that the scripted importer handles.
List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s).
Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process.
Remarks
Always increment a scripted importer's version number whenever the script changes. This forces Assets imported with lower version numbers to be re-imported.
If the Editor's Auto Refresh preference is enabled, editing a script outside of the editor and saving it triggers a re-import of both the script and all Assets of the corresponding type. The following example declares an importer that handles files with extension and .
cbcubeusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"cb", "cube"})]public class CubeImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with extension . Its importQueueOffset parameter is set to 10, forcing assets with extension to be imported after all other scripted importers that have an importQueueOffset of less than 10.
spheresphereusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, "sphere", 10)]public class SphereImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}
The following example declares an importer that handles files with the extension and that can be used to import files instead of Unity's default ModelImporter.
fbbfbxusing UnityEngine;using UnityEditor.AssetImporters;[ScriptedImporter(1, new[] {"fbb"}, new[] {"fbx"})]public class CustomModelImporter : ScriptedImporter{ public override void OnImportAsset(AssetImportContext ctx) { // ... }}