Rework : FBX importer
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using UnityEditor;
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using System.Collections.Generic;
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namespace FBXImporter
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{
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public class FBXDropWatcher : AssetPostprocessor
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{
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static readonly List<string> _pendingNewFBX = new List<string>();
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static bool _dialogScheduled = false;
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bool ShouldWatch()
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{
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return assetPath.StartsWith("Assets/")
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&& assetPath.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)
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&& !ProcessedFBXRegistry.IsRegistered(assetPath);
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}
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void OnPreprocessModel()
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{
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if (!ShouldWatch()) return;
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var importer = assetImporter as ModelImporter;
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importer.importCameras = false;
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importer.importLights = false;
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importer.importNormals = ModelImporterNormals.Import;
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importer.importTangents = ModelImporterTangents.CalculateMikk;
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importer.importBlendShapes = true;
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importer.importVisibility = true;
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importer.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription;
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importer.materialLocation = ModelImporterMaterialLocation.External;
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importer.materialName = ModelImporterMaterialName.BasedOnMaterialName;
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importer.materialSearch = ModelImporterMaterialSearch.RecursiveUp;
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importer.useFileScale = true;
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importer.globalScale = 1f;
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}
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void OnPostprocessModel(UnityEngine.GameObject root)
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{
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if (!ShouldWatch()) return;
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if (!_pendingNewFBX.Contains(assetPath))
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_pendingNewFBX.Add(assetPath);
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if (!_dialogScheduled)
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{
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_dialogScheduled = true;
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EditorApplication.delayCall += ShowBatchDialog;
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}
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}
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static void ShowBatchDialog()
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{
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_dialogScheduled = false;
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if (_pendingNewFBX.Count == 0) return;
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var batch = new List<string>(_pendingNewFBX);
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_pendingNewFBX.Clear();
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// Register all immediately — won't appear again regardless of user choice
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ProcessedFBXRegistry.Register(batch);
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FBXBatchDialog.Show(batch);
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}
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}
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}
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