Debug.Log(_modelName); GameObject model = Resources.Load<GameObject>("Models/" + _modelName); Object oldPrefab = PrefabUtility.CreateEmptyPrefab("Assets/Resources/" + model.name + ".prefab"); GameObject newPrefab = PrefabUtility.ReplacePrefab(model , oldPrefab); Caching.CleanCache(); string mo...
public static void GenerateBaseModelPrefab(GameObject modelGameObjectAsset, string assetSavePath) { if (modelGameObjectAsset != null) { GameObject clonedGameObject = GameObject.Instantiate(modelGameObjectAsset) as GameObject; clonedGameObject.name = clonedGameObject.name.Replace("(Clone)", string.Empty); ...
go.name= go.name.Replace("(Clone)",string.Empty);//给预制体添加脚本,修改属性//go.transform.tag = "Model";//if (go.GetComponent<BoxCollider>() == null)//go.AddComponent<BoxCollider>();//if (go.GetComponent<Rigidbody>() == null)//go.AddComponent<Rigidbody>();//go.GetComponent<Ri...
public static void GenerateBaseModelPrefab(GameObject modelGameObjectAsset, string assetSavePath) { if (modelGameObjectAsset != null) { GameObject clonedGameObject = GameObject.Instantiate(modelGameObjectAsset) as GameObject; clonedGameObject.name = clonedGameObject.name.Replace("(Clone)", string.Empty); ...
Replace the Prefab Asset for a Prefab instance that exists in a Scene or for a nested Prefab instance inside another Prefab.
modelImporter.importMaterials=false; } } 可是问题紧接着来了,美术好不容易编辑好了场景,策划说调整一下模型吧。。于是乎换了新模型,糟糕!!因为新模型没关联上旧模型的材质信息。所以场景中材质都丢失了。。。 其实如果美术在编辑场景时都用prefab来做的话也不会这样,但是美术一般不会用prefab,他们做场景都是直...
7、模拟Apply to Prefab操作 ObjectprefabAsset=PrefabUtility.GetPrefabParent(selectedObj);if(prefabAsset!=null){PrefabUtility.ReplacePrefab(selectedObj,prefabAsset,ReplacePrefabOptions.ConnectToPrefab);} 8、模型的导入前处理 publicclassVFXMeshProcess{[MenuItem("Assets/MeshProcess")]staticvoidMeshProcess(){str...
PrefabUtility.ReplacePrefab public staticGameObjectReplacePrefab(GameObjectgo,ObjecttargetPrefab,ReplacePrefabOptionsoptions= ReplacePrefabOptions.Default); 描述 将targetPrefab替换为游戏对象层级视图go的副本。 创建预制件游戏对象后返回该对象。 如果启用了go,则go将成为已创建预制件的实例。
// 当前项目只有一个Ab, 包名为prefab BuildPipeline.BuildAssetBundles("Assets/Output/AssetBundle/AllAb", BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64); 1. 2. 则其结果如下图所示: 每个Ab分为一个数据文件和一个清单文件(以.manifest)结尾. ...
PrefabUtility.ReplacePrefab(GG, _prefab); } else { DebugX.Log("animation is null."); } } else { DebugX.Log("NULL"); } } else { DebugX.Log(MakeCreaturePrefabWindow.Check_modelNames + " is null."); }