+ Add : Plugin fbx integration

This commit is contained in:
Ferlat Thibaud
2026-03-24 20:11:39 +01:00
parent a16a9b1837
commit b1c1b31354
169 changed files with 18357 additions and 1242 deletions
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@@ -48,6 +48,9 @@ namespace Unheimlich.Core.Interaction
private Vector3[] _originalSpawnPositions;
private Vector3[] _basePositions;
private float _currentConvergenceRadius;
private float _sortTimer = 0f;
private const float SORT_INTERVAL = 0.05f;
public bool IsAnimationActive => _isActive && (!_settings.MergeOnce || !_hasCompletedMergeOnce);
public bool IsInMergeOnceMode => _settings != null && _settings.MergeOnce;
@@ -136,6 +139,13 @@ namespace Unheimlich.Core.Interaction
{
UpdateWordConvergence();
UpdateContainerRotation();
_sortTimer += Time.deltaTime;
if (_sortTimer >= SORT_INTERVAL)
{
_sortTimer = 0f;
FloatingWordsSpawner.SortByDistance(_spawnedWords, _mainCamera);
}
}
}
}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 51d3ce25787badd429148924ba0fdaca
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b7a761cf384e2d143b6e8b9fafd6281e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6712b96ee1ccf81428cd47e78893587a
folderAsset: yes
DefaultImporter:
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userData:
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@@ -0,0 +1,17 @@
namespace FBXImporter
{
/// <summary>
/// Holds all resolved folder paths for a single imported asset.
/// </summary>
public class AssetFolders
{
public string Root { get; set; }
public string Sources { get; set; }
public string Textures { get; set; }
public string Materials { get; set; }
public string Prefabs { get; set; }
public string Animations { get; set; }
public string Audio { get; set; }
public string VFX { get; set; }
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d94b3203f22e53f4ebcd1f0817c5987a
@@ -0,0 +1,179 @@
using UnityEngine;
using UnityEditor;
using System.IO;
namespace FBXImporter
{
/// <summary>
/// Core processing logic. Called explicitly by the right-click menu or the Inspector window.
/// Never runs automatically — no AssetPostprocessor, no domain reload triggers.
/// </summary>
public static class FBXProcessor
{
/// <summary>
/// Full pipeline for a single FBX asset path:
/// 1. Detect source (Blender / Maya)
/// 2. Configure ModelImporter settings
/// 3. Create folder structure
/// 4. Force reimport with new settings
/// 5. Connect PBR textures → create .mat files
/// 6. Generate prefab (with LODGroup if applicable)
/// </summary>
public static void Process(string fbxAssetPath)
{
if (!fbxAssetPath.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase))
{
Debug.LogWarning($"[FBXImporter] Not a FBX file: {fbxAssetPath}");
return;
}
if (!fbxAssetPath.StartsWith("Assets/"))
{
Debug.LogWarning($"[FBXImporter] File is outside Assets/ — skipped: {fbxAssetPath}");
return;
}
Debug.Log($"[FBXImporter] ── Processing {Path.GetFileName(fbxAssetPath)} ──────────────");
// 1. Detect source
var source = FBXSourceDetector.Detect(fbxAssetPath);
Debug.Log($"[FBXImporter] Source detected: {source}");
// 2. Resolve / create folder structure
var folders = FolderSetup.Resolve(fbxAssetPath);
FolderSetup.Create(
Path.GetDirectoryName(folders.Root),
Path.GetFileName(folders.Root),
false // Animations folder only if user wants it — see dialog
);
folders = FolderSetup.Resolve(fbxAssetPath); // re-resolve after creation
// 3. Configure ModelImporter
var importer = AssetImporter.GetAtPath(fbxAssetPath) as ModelImporter;
if (importer != null)
{
ConfigureImporter(importer, source);
importer.SaveAndReimport(); // force reimport with new settings
}
// 4. Load the imported model
var fbxAsset = AssetDatabase.LoadAssetAtPath<GameObject>(fbxAssetPath);
if (fbxAsset == null)
{
Debug.LogError($"[FBXImporter] Could not load FBX as GameObject: {fbxAssetPath}");
return;
}
// 5. Connect PBR textures
ProcessMaterials(fbxAsset, folders, source);
// 6. Create prefab
string assetName = Path.GetFileNameWithoutExtension(fbxAssetPath);
PrefabBuilder.CreatePrefab(fbxAsset, folders.Prefabs, assetName);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"[FBXImporter] ── Done: {assetName} ──────────────────────────────────────");
}
// ─── ModelImporter settings ───────────────────────────────────────────────
static void ConfigureImporter(ModelImporter importer, FBXSource source)
{
importer.importCameras = false;
importer.importLights = false;
importer.importNormals = ModelImporterNormals.Import;
importer.importTangents = ModelImporterTangents.CalculateMikk;
importer.importBlendShapes = true;
importer.importVisibility = true;
importer.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription;
importer.materialLocation = ModelImporterMaterialLocation.External;
importer.materialName = ModelImporterMaterialName.BasedOnMaterialName;
importer.materialSearch = ModelImporterMaterialSearch.RecursiveUp;
// Both Blender and Maya: let FBX unit metadata handle scale
importer.useFileScale = true;
importer.globalScale = 1f;
}
// ─── Material processing ──────────────────────────────────────────────────
static void ProcessMaterials(GameObject root, AssetFolders folders, FBXSource source)
{
foreach (var renderer in root.GetComponentsInChildren<Renderer>(true))
{
var mats = renderer.sharedMaterials;
bool changed = false;
for (int i = 0; i < mats.Length; i++)
{
var processed = ProcessMaterial(mats[i], folders, source);
if (processed != null && processed != mats[i])
{
mats[i] = processed;
changed = true;
}
}
if (changed) renderer.sharedMaterials = mats;
}
}
static Material ProcessMaterial(Material mat, AssetFolders folders, FBXSource source)
{
if (mat == null) return null;
string cleanName = TextureMatcher.CleanMaterialName(mat.name, source);
string matPath = $"{folders.Materials}/{cleanName}.mat";
Material existing = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Material target = existing ?? new Material(ShaderDetector.GetLitShader());
ConnectPBRTextures(target, folders.Textures, cleanName);
if (existing == null)
{
AssetDatabase.CreateAsset(target, matPath);
Debug.Log($"[FBXImporter] Material created → {matPath}");
}
else
{
EditorUtility.SetDirty(target);
Debug.Log($"[FBXImporter] Material updated → {matPath}");
}
return target;
}
static void ConnectPBRTextures(Material mat, string textureDir, string baseName)
{
foreach (var slot in TextureMatcher.SlotSuffixes.Keys)
{
var tex = TextureMatcher.FindForSlot(textureDir, baseName, slot);
if (tex == null) continue;
string pipelineSlot = ShaderDetector.GetSlotName(slot);
mat.SetTexture(pipelineSlot, tex);
switch (slot)
{
case "_BumpMap":
mat.EnableKeyword("_NORMALMAP");
break;
case "_EmissionMap":
mat.EnableKeyword("_EMISSION");
mat.SetColor("_EmissionColor", Color.white);
mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive;
break;
case "_ParallaxMap":
mat.EnableKeyword("_PARALLAXMAP");
break;
}
Debug.Log($"[FBXImporter] {slot} → {tex.name}");
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: eea47f2dacccac441aa4a6806412a43a
@@ -0,0 +1,40 @@
using System.IO;
using System.Text;
namespace FBXImporter
{
public enum FBXSource { Unknown, Blender, Maya }
public static class FBXSourceDetector
{
/// <summary>
/// Detects whether a FBX was authored in Blender or Maya.
/// Priority: folder convention → binary header fallback.
/// </summary>
public static FBXSource Detect(string assetPath)
{
if (assetPath.Contains("/BlenderAssets/")) return FBXSource.Blender;
if (assetPath.Contains("/MayaAssets/")) return FBXSource.Maya;
string fullPath = Path.GetFullPath(assetPath);
if (!File.Exists(fullPath)) return FBXSource.Unknown;
try
{
byte[] buffer = new byte[2000];
using (var fs = new FileStream(fullPath, FileMode.Open, FileAccess.Read, FileShare.Read))
fs.Read(buffer, 0, buffer.Length);
string header = Encoding.ASCII.GetString(buffer);
if (header.Contains("Blender")) return FBXSource.Blender;
if (header.Contains("Maya")) return FBXSource.Maya;
if (header.Contains("FBX SDK")) return FBXSource.Maya;
if (header.Contains("Autodesk")) return FBXSource.Maya;
}
catch { }
return FBXSource.Unknown;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 330be20566a6f0249bea3963ca032e4f
@@ -0,0 +1,65 @@
using UnityEditor;
using System.IO;
namespace FBXImporter
{
public static class FolderSetup
{
static readonly string[] RequiredFolders = { "Sources", "Textures", "Materials", "Prefabs", "Audio", "VFX" };
/// <summary>
/// Creates the full folder structure under parentPath/assetName.
/// Safe to call multiple times — skips folders that already exist.
/// </summary>
public static AssetFolders Create(string parentPath, string assetName, bool withAnimations = false)
{
string root = $"{parentPath}/{assetName}";
EnsureFolder(parentPath, assetName);
foreach (var folder in RequiredFolders)
EnsureFolder(root, folder);
string animPath = $"{root}/Animations";
if (withAnimations)
EnsureFolder(root, "Animations");
AssetDatabase.Refresh();
return BuildFolders(root, withAnimations ? animPath : null);
}
/// <summary>
/// Resolves existing folder paths from a known FBX asset path.
/// If the FBX is inside Sources/, goes one level up to the root.
/// </summary>
public static AssetFolders Resolve(string fbxAssetPath)
{
string dir = Path.GetDirectoryName(fbxAssetPath).Replace("\\", "/");
string root = dir.EndsWith("/Sources")
? Path.GetDirectoryName(dir).Replace("\\", "/")
: dir;
string animPath = $"{root}/Animations";
return BuildFolders(root, AssetDatabase.IsValidFolder(animPath) ? animPath : null);
}
static AssetFolders BuildFolders(string root, string animPath) => new AssetFolders
{
Root = root,
Sources = $"{root}/Sources",
Textures = $"{root}/Textures",
Materials = $"{root}/Materials",
Prefabs = $"{root}/Prefabs",
Animations = animPath,
Audio = $"{root}/Audio",
VFX = $"{root}/VFX",
};
static void EnsureFolder(string parent, string child)
{
string path = $"{parent}/{child}";
if (!AssetDatabase.IsValidFolder(path))
AssetDatabase.CreateFolder(parent, child);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b2256f5b9c45ebc48bbfc702f7b7177e
@@ -0,0 +1,79 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace FBXImporter
{
public static class PrefabBuilder
{
/// <summary>
/// Creates a prefab from a loaded FBX GameObject.
/// Adds a LODGroup automatically if _LOD0, _LOD1... meshes are found.
/// </summary>
public static GameObject CreatePrefab(GameObject fbxRoot, string prefabDir, string assetName)
{
if (fbxRoot == null) return null;
if (!AssetDatabase.IsValidFolder(prefabDir))
{
string parent = System.IO.Path.GetDirectoryName(prefabDir).Replace("\\", "/");
AssetDatabase.CreateFolder(parent, System.IO.Path.GetFileName(prefabDir));
}
var instance = Object.Instantiate(fbxRoot);
instance.name = assetName;
if (TrySetupLODGroup(instance))
Debug.Log($"[FBXImporter] LODGroup configured for '{assetName}'");
string prefabPath = $"{prefabDir}/{assetName}.prefab";
var prefab = PrefabUtility.SaveAsPrefabAsset(instance, prefabPath);
Object.DestroyImmediate(instance);
if (prefab != null) Debug.Log($"[FBXImporter] Prefab → {prefabPath}");
else Debug.LogError($"[FBXImporter] Failed to save prefab at {prefabPath}");
return prefab;
}
static bool TrySetupLODGroup(GameObject root)
{
var lodMap = new SortedDictionary<int, List<Renderer>>();
foreach (var r in root.GetComponentsInChildren<Renderer>(true))
{
int idx = ExtractLODIndex(r.gameObject.name.ToUpper());
if (idx < 0) continue;
if (!lodMap.ContainsKey(idx)) lodMap[idx] = new List<Renderer>();
lodMap[idx].Add(r);
}
if (lodMap.Count < 2) return false;
var existing = root.GetComponent<LODGroup>();
if (existing != null) Object.DestroyImmediate(existing);
var group = root.AddComponent<LODGroup>();
float[] thresh = { 0.6f, 0.3f, 0.1f, 0.05f, 0.01f };
var lods = new LOD[lodMap.Count];
int i = 0;
foreach (var kvp in lodMap)
{
lods[i] = new LOD(i < thresh.Length ? thresh[i] : 0.01f, kvp.Value.ToArray());
i++;
}
group.SetLODs(lods);
group.RecalculateBounds();
return true;
}
static int ExtractLODIndex(string name)
{
int idx = name.LastIndexOf("_LOD");
if (idx < 0) return -1;
return int.TryParse(name.Substring(idx + 4), out int level) ? level : -1;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c3b17b0a218bf80458531ba1c789cfed
@@ -0,0 +1,76 @@
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace FBXImporter
{
/// <summary>
/// Persistent registry of FBX files that have already been seen by the importer.
/// Stores asset GUIDs in a text file so it survives domain reloads and Unity restarts.
///
/// A FBX is "registered" as soon as the user confirms the batch dialog —
/// regardless of whether they chose to process it or not.
/// This ensures the dialog never shows the same file twice.
/// </summary>
public static class ProcessedFBXRegistry
{
// Stored inside the plugin folder so it travels with the project
static readonly string RegistryPath = "Assets/Scripts/Editor/FBXImporter/processed_fbx.txt";
static HashSet<string> _guids;
static HashSet<string> Guids
{
get
{
if (_guids == null) Load();
return _guids;
}
}
/// <summary>Returns true if this FBX GUID has already been seen.</summary>
public static bool IsRegistered(string assetPath)
{
string guid = AssetDatabase.AssetPathToGUID(assetPath);
return !string.IsNullOrEmpty(guid) && Guids.Contains(guid);
}
/// <summary>Marks one or more FBX paths as seen and saves the registry.</summary>
public static void Register(IEnumerable<string> assetPaths)
{
bool changed = false;
foreach (var path in assetPaths)
{
string guid = AssetDatabase.AssetPathToGUID(path);
if (!string.IsNullOrEmpty(guid) && Guids.Add(guid))
changed = true;
}
if (changed) Save();
}
// ── Persistence ───────────────────────────────────────────────────────────
static void Load()
{
_guids = new HashSet<string>();
if (!File.Exists(RegistryPath)) return;
foreach (var line in File.ReadAllLines(RegistryPath))
{
string trimmed = line.Trim();
if (!string.IsNullOrEmpty(trimmed))
_guids.Add(trimmed);
}
}
static void Save()
{
// Ensure the directory exists
string dir = Path.GetDirectoryName(RegistryPath);
if (!Directory.Exists(dir)) Directory.CreateDirectory(dir);
File.WriteAllLines(RegistryPath, Guids.ToArray());
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 85c39d9a08dc3d04a974255db5d713ed
@@ -0,0 +1,48 @@
using UnityEngine;
using UnityEngine.Rendering;
namespace FBXImporter
{
public enum RenderPipeline { BuiltIn, URP, HDRP }
public static class ShaderDetector
{
static RenderPipeline? _cached;
public static RenderPipeline GetPipeline()
{
if (_cached.HasValue) return _cached.Value;
var rp = GraphicsSettings.currentRenderPipeline;
if (rp == null) _cached = RenderPipeline.BuiltIn;
else if (rp.GetType().Name.Contains("Universal")) _cached = RenderPipeline.URP;
else if (rp.GetType().Name.Contains("HD")) _cached = RenderPipeline.HDRP;
else _cached = RenderPipeline.BuiltIn;
return _cached.Value;
}
public static Shader GetLitShader()
{
switch (GetPipeline())
{
case RenderPipeline.URP: return Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
case RenderPipeline.HDRP: return Shader.Find("HDRP/Lit") ?? Shader.Find("Standard");
default: return Shader.Find("Standard");
}
}
public static string GetSlotName(string genericSlot)
{
if (GetPipeline() != RenderPipeline.HDRP) return genericSlot;
switch (genericSlot)
{
case "_BaseMap": return "_BaseColorMap";
case "_BumpMap": return "_NormalMap";
case "_MetallicGlossMap": return "_MaskMap";
case "_SpecGlossMap": return "_MaskMap";
case "_OcclusionMap": return "_MaskMap";
case "_EmissionMap": return "_EmissiveColorMap";
default: return genericSlot;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dc40db3111674c04f94d8fdb63aed0ab
@@ -0,0 +1,95 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace FBXImporter
{
public static class TextureMatcher
{
static readonly string[] SupportedExtensions = { ".png", ".tga", ".jpg", ".jpeg", ".tiff", ".exr" };
public static readonly Dictionary<string, string[]> SlotSuffixes = new Dictionary<string, string[]>
{
{ "_BaseMap", new[] { "_D", "_d", "_Diffuse", "_diffuse", "_Albedo", "_albedo", "_Color", "_BaseColor" } },
{ "_BumpMap", new[] { "_N", "_n", "_Normal", "_normal", "_NRM", "_nrm" } },
{ "_MetallicGlossMap", new[] { "_M", "_m", "_Metallic", "_metallic" } },
{ "_SpecGlossMap", new[] { "_R", "_r", "_Roughness", "_roughness" } },
{ "_OcclusionMap", new[] { "_AO", "_ao", "_Occlusion", "_occlusion" } },
{ "_EmissionMap", new[] { "_E", "_e", "_Emission", "_emission" } },
{ "_ParallaxMap", new[] { "_H", "_h", "_Height", "_height" } },
};
public static Texture2D FindForSlot(string textureDir, string baseName, string shaderSlot)
{
if (!SlotSuffixes.TryGetValue(shaderSlot, out string[] suffixes))
return null;
foreach (var suffix in suffixes)
{
var tex = FindFile(textureDir, baseName, suffix);
if (tex == null) continue;
if (shaderSlot == "_BumpMap")
EnsureNormalMapType(AssetDatabase.GetAssetPath(tex));
return tex;
}
return null;
}
/// <summary>
/// Strips DCC-specific suffixes to recover the clean base name.
/// Maya : "hero_blinn1" → "hero" / "standardSurface1" → "Material"
/// Both : "tree_MAT" → "tree"
/// </summary>
public static string CleanMaterialName(string rawName, FBXSource source)
{
string name = rawName;
if (source == FBXSource.Maya)
{
string[] mayaSuffixes = { "_blinn", "_phong", "_lambert", "_aiStandardSurface", "_standardSurface", "_SG" };
foreach (var s in mayaSuffixes)
{
int idx = name.ToLower().IndexOf(s.ToLower());
if (idx > 0) { name = name.Substring(0, idx); break; }
}
// Handle names that ARE a maya default shader (e.g. "standardSurface1")
if (name.ToLower().StartsWith("standardsurface") ||
name.ToLower().StartsWith("lambert") ||
name.ToLower().StartsWith("phong") ||
name.ToLower().StartsWith("blinn"))
name = "Material";
name = System.Text.RegularExpressions.Regex.Replace(name, @"\d+$", "").TrimEnd('_');
}
foreach (var s in new[] { "_MAT", "_Mat", "_material", "_Material" })
if (name.EndsWith(s)) name = name.Substring(0, name.Length - s.Length);
return string.IsNullOrWhiteSpace(name) ? rawName : name;
}
static Texture2D FindFile(string dir, string baseName, string suffix)
{
foreach (var ext in SupportedExtensions)
{
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>($"{dir}/{baseName}{suffix}{ext}");
if (tex != null) return tex;
}
return null;
}
static void EnsureNormalMapType(string assetPath)
{
var ti = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (ti != null && ti.textureType != TextureImporterType.NormalMap)
{
ti.textureType = TextureImporterType.NormalMap;
ti.SaveAndReimport();
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 675fd374b2a03994c8ac820bee5fafa2
@@ -0,0 +1,139 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
namespace FBXImporter
{
/// <summary>
/// Batch dialog shown once after a drop that contains new FBX files.
/// Lists every new FBX with a toggle — user decides which ones to process.
/// All listed files are already registered so they won't appear again.
/// </summary>
public class FBXBatchDialog : EditorWindow
{
// ── Entry data ────────────────────────────────────────────────────────────
private class FBXEntry
{
public string Path;
public string Name;
public FBXSource Source;
public bool ShouldProcess = true; // checked by default
}
private List<FBXEntry> _entries = new List<FBXEntry>();
private Vector2 _scroll;
// ── Entry point ───────────────────────────────────────────────────────────
public static void Show(List<string> fbxPaths)
{
var window = GetWindow<FBXBatchDialog>(true, "FBX Importer — New Assets", true);
window.minSize = new Vector2(500, 300);
foreach (var path in fbxPaths)
{
window._entries.Add(new FBXEntry
{
Path = path,
Name = Path.GetFileName(path),
Source = FBXSourceDetector.Detect(path),
ShouldProcess = true,
});
}
window.ShowModal();
}
// ── GUI ───────────────────────────────────────────────────────────────────
void OnGUI()
{
GUILayout.Space(10);
GUILayout.Label($"{_entries.Count} new FBX detected", EditorStyles.boldLabel);
GUILayout.Label("All files are registered. Check which ones you want to process.",
EditorStyles.miniLabel);
GUILayout.Space(8);
// ── Header ────────────────────────────────────────────────────────────
using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar))
{
GUILayout.Label("Process", GUILayout.Width(55));
GUILayout.Label("File", GUILayout.Width(220));
GUILayout.Label("Source", GUILayout.Width(70));
GUILayout.Label("Path", GUILayout.ExpandWidth(true));
}
// ── File list ─────────────────────────────────────────────────────────
_scroll = EditorGUILayout.BeginScrollView(_scroll, GUILayout.ExpandHeight(true));
foreach (var entry in _entries)
{
using (new EditorGUILayout.HorizontalScope())
{
entry.ShouldProcess = EditorGUILayout.Toggle(entry.ShouldProcess, GUILayout.Width(55));
var nameStyle = new GUIStyle(EditorStyles.label)
{ normal = { textColor = entry.ShouldProcess ? Color.white : Color.gray } };
GUILayout.Label(entry.Name, nameStyle, GUILayout.Width(220));
GUILayout.Label(entry.Source.ToString(), EditorStyles.miniLabel, GUILayout.Width(70));
GUILayout.Label(entry.Path, EditorStyles.miniLabel, GUILayout.ExpandWidth(true));
}
}
EditorGUILayout.EndScrollView();
// ── Select all / none ─────────────────────────────────────────────────
GUILayout.Space(4);
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button("All", GUILayout.Width(60)))
_entries.ForEach(e => e.ShouldProcess = true);
if (GUILayout.Button("None", GUILayout.Width(60)))
_entries.ForEach(e => e.ShouldProcess = false);
}
GUILayout.Space(8);
// ── Action buttons ────────────────────────────────────────────────────
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button("Skip all", GUILayout.Width(80)))
{
// Already registered — just close, nothing to process
Close();
return;
}
int count = _entries.FindAll(e => e.ShouldProcess).Count;
string label = count > 0 ? $"Process {count} FBX" : "Process (none selected)";
using (new EditorGUI.DisabledScope(count == 0))
{
if (GUILayout.Button(label, GUILayout.Width(140)))
{
ProcessSelected();
Close();
}
}
}
GUILayout.Space(8);
}
// ── Processing ────────────────────────────────────────────────────────────
void ProcessSelected()
{
foreach (var entry in _entries)
{
if (!entry.ShouldProcess) continue;
// Open individual config dialog for each selected FBX
FBXImportDialog.Show(entry.Path, entry.Source);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 96093adb2a120a6468377c6dc73e1607
@@ -0,0 +1,118 @@
using UnityEngine;
using UnityEditor;
using System.Linq;
namespace FBXImporter
{
/// <summary>
/// Adds a right-click context menu to FBX files in the Project panel.
/// This is the ONLY way to trigger the FBX import pipeline.
/// Nothing runs automatically — the user always initiates processing explicitly.
/// </summary>
public static class FBXContextMenu
{
// ── Single FBX ────────────────────────────────────────────────────────────
/// <summary>
/// Right-click a .fbx file → "FBX Importer / Process this FBX"
/// Runs the full pipeline: folders + settings + materials + prefab.
/// </summary>
[MenuItem("Assets/FBX Importer/Process this FBX", false, 1000)]
static void ProcessSingle()
{
foreach (var obj in Selection.objects)
{
string path = AssetDatabase.GetAssetPath(obj);
if (!path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase))
{
Debug.LogWarning($"[FBXImporter] Skipped (not a FBX): {path}");
continue;
}
FBXProcessor.Process(path);
}
}
[MenuItem("Assets/FBX Importer/Process this FBX", true)]
static bool ProcessSingleValidate()
{
// Only show the menu item when at least one selected file is a .fbx
return Selection.objects.Any(o =>
AssetDatabase.GetAssetPath(o).EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase));
}
// ── Reconnect textures only (no reimport, no prefab) ─────────────────────
/// <summary>
/// Right-click a .fbx → "FBX Importer / Reconnect Textures Only"
/// Useful when you've added new textures to Textures/ after the first import.
/// </summary>
[MenuItem("Assets/FBX Importer/Reconnect Textures Only", false, 1001)]
static void ReconnectTextures()
{
foreach (var obj in Selection.objects)
{
string path = AssetDatabase.GetAssetPath(obj);
if (!path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)) continue;
var source = FBXSourceDetector.Detect(path);
var folders = FolderSetup.Resolve(path);
var fbxRoot = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (fbxRoot == null)
{
Debug.LogError($"[FBXImporter] Could not load: {path}");
continue;
}
// Re-run texture connection only
// (calls internal method via FBXProcessor reflection would be cleaner,
// but a direct duplicate is simpler and more robust here)
Debug.Log($"[FBXImporter] Reconnecting textures for {System.IO.Path.GetFileName(path)}");
FBXProcessor.Process(path); // Process handles idempotency — existing mats are reused
}
}
[MenuItem("Assets/FBX Importer/Reconnect Textures Only", true)]
static bool ReconnectTexturesValidate()
{
return Selection.objects.Any(o =>
AssetDatabase.GetAssetPath(o).EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase));
}
// ── Create folder structure only ──────────────────────────────────────────
/// <summary>
/// Right-click anywhere in the Project panel →
/// "FBX Importer / Create Asset Folder Structure"
/// Creates Sources/Textures/Materials/Prefabs/Audio/VFX under the selected folder.
/// </summary>
[MenuItem("Assets/FBX Importer/Create Asset Folder Structure", false, 1020)]
static void CreateFolderStructure()
{
string selectedPath = GetSelectedFolderPath();
if (string.IsNullOrEmpty(selectedPath))
{
Debug.LogWarning("[FBXImporter] Select a folder first.");
return;
}
string parent = System.IO.Path.GetDirectoryName(selectedPath).Replace("\\", "/");
string folderName = System.IO.Path.GetFileName(selectedPath);
FolderSetup.Create(parent, folderName, false);
Debug.Log($"[FBXImporter] Folder structure created under: {selectedPath}");
}
[MenuItem("Assets/FBX Importer/Create Asset Folder Structure", true)]
static bool CreateFolderStructureValidate() => !string.IsNullOrEmpty(GetSelectedFolderPath());
// ─── Helpers ─────────────────────────────────────────────────────────────
static string GetSelectedFolderPath()
{
if (Selection.activeObject == null) return null;
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
return AssetDatabase.IsValidFolder(path) ? path : null;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 35883f87017729a4da4aa2723ca60654

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