pub struct ScriptedImporter {
pub m_AssetBundleName: String,
pub m_AssetBundleVariant: String,
pub m_Name: String,
pub m_Script: PPtr,
pub m_UserData: String,
pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
pub m_FileIDToRecycleName: Option<Vec<(i64, String)>>,
pub m_InternalIDToNameTable: Option<Vec<((i32, i64), String)>>,
pub m_UsedFileIDs: Option<Vec<i64>>,
}
Expand description
ScriptedImporter is a class of the Unity engine since version 2017.1.0b2. Exert from Unity’s scripting documentation: Abstract base class for custom Asset importers. Scripted importers are scripts that are associated with specific file extensions. They are invoked by Unity’s Asset pipeline to convert the contents of associated files into Assets.Use the ScriptedImporterAttribute class to register custom importers with the Asset pipeline.The C# fields of a ScriptedImporter are serialized, exactly like fields on a MonoBehaviour. See Script Serialization for details. You can see these properties in the Inspector and use them to control the behaviour of the importer for each asset. To programmatically access the value of an asset’s properties, use AssetImporter.GetAtPath and type cast the return value to the correct class derived from ScriptedImporter. After changing values, trigger a fresh import by calling EditorUtility.SetDirty and then AssetImporter.SaveAndReimport.
Fields§
§m_AssetBundleName: String
Get or set the AssetBundle name.
m_AssetBundleVariant: String
Get or set the AssetBundle variant.
m_Name: String
The name of the object.
m_Script: PPtr
PPtr<MonoScript
>: (2017.1.0b2 - 2022.3.2f1)
m_UserData: String
Get or set any user data.
m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>
Vec<(SourceAssetIdentifier, PPtr<[Object
]>)>: (2017.3.0b1 - 2022.3.2f1)
m_FileIDToRecycleName: Option<Vec<(i64, String)>>
Vec<(i64, String)>: (2017.3.0b1 - 2018.4.36f1)
m_InternalIDToNameTable: Option<Vec<((i32, i64), String)>>
Vec<((i32, i64), String)>: (2019.1.0b1 - 2022.3.2f1)
m_UsedFileIDs: Option<Vec<i64>>
Vec