chore: Project Restructuring & Theatre

This commit is contained in:
Alexandre Coirier
2026-05-13 12:24:48 +02:00
parent 4070916c1f
commit e96d0bf6e6
2145 changed files with 20957 additions and 44792 deletions
@@ -0,0 +1,106 @@
using UnityEngine;
using UnityEditor;
using Unheimlich.Core.Audio;
namespace Unheimlich.Editor
{
[CustomEditor(typeof(AudioListenable))]
public class AudioListenableEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
AudioListenable listenable = (AudioListenable)target;
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Quick Setup", EditorStyles.boldLabel);
if (GUILayout.Button("Setup as Wall"))
SetupAsType(listenable, AudioEmitterType.Wall, 200f, 20f, true);
if (GUILayout.Button("Setup as Metal Object"))
SetupAsType(listenable, AudioEmitterType.Metal, 800f, 100f, false);
if (GUILayout.Button("Setup as Wood Object"))
SetupAsType(listenable, AudioEmitterType.Wood, 300f, 50f, false);
if (GUILayout.Button("Setup as Glass"))
SetupAsType(listenable, AudioEmitterType.Glass, 1200f, 150f, false);
if (GUILayout.Button("Setup as Mechanical"))
SetupAsType(listenable, AudioEmitterType.Mechanical, 500f, 80f, false);
EditorGUILayout.Space(5);
if (GUILayout.Button("Test Sound (Play Mode Only)", GUILayout.Height(30)))
{
if (Application.isPlaying)
{
listenable.StartListening(Camera.main != null ? Camera.main.transform.position : Vector3.zero);
}
else
{
EditorGUILayout.HelpBox("Enter Play Mode to test sounds", MessageType.Info);
}
}
}
private void SetupAsType(AudioListenable listenable, AudioEmitterType type, float baseFreq, float freqVar, bool isGeneric)
{
SerializedObject so = new SerializedObject(listenable);
so.FindProperty("_emitterType").enumValueIndex = (int)type;
so.FindProperty("_useProceduralAudio").boolValue = true;
so.FindProperty("_baseFrequency").floatValue = baseFreq;
so.FindProperty("_frequencyVariation").floatValue = freqVar;
if (isGeneric)
{
so.FindProperty("_volumeMin").floatValue = 0.2f;
so.FindProperty("_volumeMax").floatValue = 0.4f;
}
so.ApplyModifiedProperties();
EditorUtility.SetDirty(listenable);
}
}
[CanEditMultipleObjects]
[CustomEditor(typeof(Transform))]
public class TransformEditorExtension : UnityEditor.Editor
{
private UnityEditor.Editor defaultEditor;
private void OnEnable()
{
defaultEditor = CreateEditor(targets, System.Type.GetType("UnityEditor.TransformInspector, UnityEditor"));
}
private void OnDisable()
{
if (defaultEditor != null)
DestroyImmediate(defaultEditor);
}
public override void OnInspectorGUI()
{
if (defaultEditor != null)
defaultEditor.OnInspectorGUI();
EditorGUILayout.Space(10);
if (targets.Length == 1)
{
Transform t = (Transform)target;
if (t.GetComponent<AudioListenable>() == null)
{
if (GUILayout.Button("Add Audio Listenable", GUILayout.Height(25)))
{
Undo.AddComponent<AudioListenable>(t.gameObject);
}
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b606ceac9567f9746b716e63b0e644ee
@@ -0,0 +1,63 @@
using UnityEngine;
namespace Unheimlich.Audio
{
public class AudioSourceInspector : MonoBehaviour
{
[Header("Debug Settings")]
[SerializeField] private float _logInterval = 1f;
private AudioSource _source;
private float _lastLogTime;
private void Awake()
{
_source = GetComponent<AudioSource>();
}
private void Update()
{
if (_source == null) return;
if (Time.time - _lastLogTime >= _logInterval)
{
LogAudioSourceState();
_lastLogTime = Time.time;
}
}
private void OnEnable()
{
Debug.Log($"<color=cyan>[AudioInspector] OnEnable called on {gameObject.name}</color>");
if (_source != null)
LogAudioSourceState();
}
private void OnDisable()
{
Debug.Log($"<color=magenta>[AudioInspector] OnDisable called on {gameObject.name}</color>");
if (_source != null)
LogAudioSourceState();
}
private void LogAudioSourceState()
{
if (_source == null)
{
Debug.LogWarning($"[AudioInspector] No AudioSource on {gameObject.name}");
return;
}
string clipName = _source.clip != null ? _source.clip.name : "NULL";
Debug.Log($"<color=yellow>[AudioInspector] {gameObject.name} | " +
$"Clip: {clipName} | " +
$"Time: {_source.time:F2}s | " +
$"isPlaying: {_source.isPlaying} | " +
$"enabled: {_source.enabled} | " +
$"volume: {_source.volume:F2} | " +
$"mute: {_source.mute} | " +
$"loop: {_source.loop} | " +
$"Active: {gameObject.activeInHierarchy}</color>");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 65fea0a39ddb811419ec546ea98e5917
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 51d3ce25787badd429148924ba0fdaca
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6712b96ee1ccf81428cd47e78893587a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,84 @@
using UnityEngine;
using UnityEditor;
using System.IO;
namespace FBXImporter
{
/// <summary>
/// Extracts animation clips embedded in a FBX into individual .anim files
/// in the asset's Animations/ folder.
/// </summary>
public static class AnimationExtractor
{
/// <summary>
/// Reads all animation clips from the FBX and saves each as a .anim file
/// in animationsDir. Skips clips that already exist (idempotent).
/// </summary>
public static void ExtractClips(string fbxAssetPath, string animationsDir)
{
if (!AssetDatabase.IsValidFolder(animationsDir))
{
Debug.LogWarning($"[FBXImporter] Animations folder not found: {animationsDir}");
return;
}
// Load all assets embedded in the FBX
var allAssets = AssetDatabase.LoadAllAssetsAtPath(fbxAssetPath);
int count = 0;
foreach (var asset in allAssets)
{
if (!(asset is AnimationClip clip)) continue;
// Skip the "preview" take Unity adds internally
if (clip.name.StartsWith("__preview__")) continue;
string clipName = SanitizeClipName(clip.name);
string clipPath = $"{animationsDir}/{clipName}.anim";
// Skip if already extracted
if (AssetDatabase.LoadAssetAtPath<AnimationClip>(clipPath) != null)
{
Debug.Log($"[FBXImporter] Clip already exists, skipped: {clipName}");
continue;
}
// Duplicate the clip as a standalone asset
var extracted = Object.Instantiate(clip);
extracted.name = clipName;
AssetDatabase.CreateAsset(extracted, clipPath);
count++;
Debug.Log($"[FBXImporter] Extracted clip → {clipPath}");
}
if (count > 0)
{
AssetDatabase.SaveAssets();
Debug.Log($"[FBXImporter] {count} clip(s) extracted to {animationsDir}");
}
else
{
Debug.Log($"[FBXImporter] No new animation clips found in {Path.GetFileName(fbxAssetPath)}");
}
}
/// <summary>
/// Sanitizes a clip name for use as a filename.
/// "Take 001" → "Take_001"
/// </summary>
static string SanitizeClipName(string name)
{
return name.Replace(" ", "_")
.Replace("/", "_")
.Replace("\\", "_")
.Replace(":", "_")
.Replace("|", "_")
.Replace("*", "_")
.Replace("?", "_")
.Replace("\"", "_")
.Replace("<", "_")
.Replace(">", "_");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0ec504778d5233d40a1b99a372f7eb3e
@@ -0,0 +1,94 @@
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.IO;
using System.Collections.Generic;
namespace FBXImporter
{
/// <summary>
/// Creates an AnimatorController with one state per extracted animation clip,
/// then assigns it to the Animator component on the prefab.
/// This allows previewing animations in the editor without manual setup.
/// </summary>
public static class AnimatorControllerBuilder
{
/// <summary>
/// Creates an AnimatorController in animationsDir, adds one state per .anim clip found,
/// then assigns the controller to the Animator on the prefab at prefabPath.
/// </summary>
public static void CreateAndAssign(string animationsDir, string prefabPath, string assetName)
{
if (!AssetDatabase.IsValidFolder(animationsDir))
{
Debug.LogWarning($"[FBXImporter] Animations folder not found: {animationsDir}");
return;
}
// Find all extracted .anim clips in Animations/
var clipGuids = AssetDatabase.FindAssets("t:AnimationClip", new[] { animationsDir });
if (clipGuids.Length == 0)
{
Debug.Log($"[FBXImporter] No clips found in {animationsDir} — skipping controller creation");
return;
}
var clips = new List<AnimationClip>();
foreach (var guid in clipGuids)
{
var clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(
AssetDatabase.GUIDToAssetPath(guid));
if (clip != null) clips.Add(clip);
}
// Create the controller
string controllerPath = $"{animationsDir}/{assetName}.controller";
var controller = AnimatorController.CreateAnimatorControllerAtPath(controllerPath);
// Add one state per clip
var rootStateMachine = controller.layers[0].stateMachine;
foreach (var clip in clips)
{
var state = rootStateMachine.AddState(clip.name);
state.motion = clip;
Debug.Log($"[FBXImporter] Controller state added: {clip.name}");
}
// Set the first clip as default state
if (clips.Count > 0)
rootStateMachine.defaultState = rootStateMachine.states[0].state;
AssetDatabase.SaveAssets();
Debug.Log($"[FBXImporter] AnimatorController created → {controllerPath}");
// Assign controller to the prefab
AssignToPrefab(prefabPath, controller);
}
static void AssignToPrefab(string prefabPath, AnimatorController controller)
{
var prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (prefabAsset == null)
{
Debug.LogWarning($"[FBXImporter] Prefab not found at: {prefabPath}");
return;
}
// Edit the prefab
var prefabInstance = PrefabUtility.LoadPrefabContents(prefabPath);
// Get or add Animator component
var animator = prefabInstance.GetComponent<Animator>();
if (animator == null)
animator = prefabInstance.AddComponent<Animator>();
animator.runtimeAnimatorController = controller;
// Save prefab changes
PrefabUtility.SaveAsPrefabAsset(prefabInstance, prefabPath);
PrefabUtility.UnloadPrefabContents(prefabInstance);
Debug.Log($"[FBXImporter] AnimatorController assigned to prefab: {Path.GetFileName(prefabPath)}");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5d86102882208454999c396da82b6886
@@ -0,0 +1,14 @@
namespace FBXImporter
{
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 +1,35 @@
using UnityEditor;
namespace FBXImporter
{
/// <summary>
/// Automatically removes a FBX from the registry when it's deleted from the project.
///
/// IMPORTANT: We resolve the GUID *before* returning DidNotDelete so Unity hasn't
/// touched the file yet — AssetPathToGUID is still valid at this point.
/// We use UnregisterByGuid to bypass a second GUID lookup after deletion starts,
/// which would return an empty string and silently fail.
/// </summary>
public class FBXDeletionWatcher : UnityEditor.AssetModificationProcessor
{
static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
{
if (!path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) &&
!path.EndsWith(".obj", System.StringComparison.OrdinalIgnoreCase))
return AssetDeleteResult.DidNotDelete;
// Resolve GUID now, while the file still exists
string guid = AssetDatabase.AssetPathToGUID(path);
if (!string.IsNullOrEmpty(guid))
{
// Use UnregisterByGuid — avoids a second AssetPathToGUID call
// inside Unregister() which may fail once deletion is in progress
ProcessedFBXRegistry.UnregisterByGuid(guid, System.IO.Path.GetFileName(path));
}
// Always let Unity handle the actual deletion
return AssetDeleteResult.DidNotDelete;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 689b81497b9e3a444965cbdf9a0260a2
@@ -0,0 +1,186 @@
using UnityEngine;
using UnityEditor;
using System.IO;
namespace FBXImporter
{
public static class FBXProcessor
{
/// <summary>
/// Full pipeline for a single FBX:
/// 1. Detect source (Blender/Maya)
/// 2. Create folder structure
/// 3. Configure ModelImporter (rig type, materials)
/// 4. Force reimport
/// 5. Connect PBR textures → create .mat files
/// 6. Extract animation clips → Animations/
/// 7. Generate prefab(s) — one per mesh if multi-mesh FBX
/// 8. Create AnimatorController + assign to prefab
/// </summary>
public static void Process(string fbxAssetPath,
ModelImporterAnimationType animationType = ModelImporterAnimationType.Generic,
string rootNode = "",
string originalSourceFolder = "")
{
if ((!fbxAssetPath.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) &&
!fbxAssetPath.EndsWith(".obj", System.StringComparison.OrdinalIgnoreCase)) ||
!fbxAssetPath.StartsWith("Assets/"))
{
Debug.LogWarning($"[FBXImporter] Skipped: {fbxAssetPath}");
return;
}
Debug.Log($"[FBXImporter] ── Processing {Path.GetFileName(fbxAssetPath)} ──");
var source = FBXSourceDetector.Detect(fbxAssetPath);
var folders = FolderSetup.Resolve(fbxAssetPath);
bool withAnims = animationType != ModelImporterAnimationType.None;
FolderSetup.Create(
Path.GetDirectoryName(folders.Root),
Path.GetFileName(folders.Root),
withAnims
);
folders = FolderSetup.Resolve(fbxAssetPath);
// Configure importer
var importer = AssetImporter.GetAtPath(fbxAssetPath) as ModelImporter;
if (importer != null)
{
ConfigureImporter(importer, source, animationType, rootNode);
importer.SaveAndReimport();
}
// Load model
var fbxAsset = AssetDatabase.LoadAssetAtPath<GameObject>(fbxAssetPath);
if (fbxAsset == null)
{
Debug.LogError($"[FBXImporter] Could not load: {fbxAssetPath}");
return;
}
// Connect PBR textures
ProcessMaterials(fbxAsset, folders, source);
// Extract animation clips
if (withAnims && !string.IsNullOrEmpty(folders.Animations))
AnimationExtractor.ExtractClips(fbxAssetPath, folders.Animations);
// Generate prefab(s)
string assetName = Path.GetFileNameWithoutExtension(fbxAssetPath);
string prefabPath = $"{folders.Prefabs}/{assetName}.prefab";
PrefabBuilder.CreatePrefabs(fbxAsset, folders, assetName);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
// Create AnimatorController with clips and assign to prefab
if (withAnims && !string.IsNullOrEmpty(folders.Animations))
AnimatorControllerBuilder.CreateAndAssign(folders.Animations, prefabPath, assetName);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"[FBXImporter] ── Done: {assetName} ──");
}
// ── Importer settings ─────────────────────────────────────────────────────
static void ConfigureImporter(ModelImporter importer, FBXSource source,
ModelImporterAnimationType animType, string rootNode)
{
importer.importCameras = false;
importer.importLights = false;
importer.importNormals = ModelImporterNormals.Import;
importer.importTangents = ModelImporterTangents.CalculateMikk;
importer.importBlendShapes = true;
importer.importVisibility = true;
importer.useFileScale = true;
importer.globalScale = 1f;
importer.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription;
importer.materialLocation = ModelImporterMaterialLocation.External;
importer.materialName = ModelImporterMaterialName.BasedOnMaterialName;
importer.materialSearch = ModelImporterMaterialSearch.Local;
importer.animationType = animType;
if (!string.IsNullOrWhiteSpace(rootNode))
importer.motionNodeName = rootNode;
}
// ── Materials ─────────────────────────────────────────────────────────────
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);
}
return target;
}
static void ConnectPBRTextures(Material mat, string textureDir, string baseName)
{
foreach (var slot in TextureMatcher.SlotKeywords.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;
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: eea47f2dacccac441aa4a6806412a43a
@@ -0,0 +1,35 @@
using System.IO;
using System.Text;
namespace FBXImporter
{
public enum FBXSource { Unknown, Blender, Maya }
public static class FBXSourceDetector
{
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 +1,54 @@
using UnityEditor;
using System.IO;
namespace FBXImporter
{
public static class FolderSetup
{
static readonly string[] RequiredFolders = { "Sources", "Textures", "Materials", "Prefabs", "Audio", "VFX" };
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);
}
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 = $"{parent}/{child}";
if (!AssetDatabase.IsValidFolder(path))
AssetDatabase.CreateFolder(parent, child);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b2256f5b9c45ebc48bbfc702f7b7177e
@@ -0,0 +1,90 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
namespace FBXImporter
{
public static class PrefabBuilder
{
/// <summary>
/// Creates a single prefab from the imported FBX root GameObject.
/// Adds a LODGroup automatically if _LOD0, _LOD1... meshes are found.
/// </summary>
public static void CreatePrefabs(GameObject fbxRoot, AssetFolders folders, string assetName)
{
CreateSinglePrefab(fbxRoot, folders.Prefabs, assetName);
}
public static GameObject CreatePrefab(GameObject fbxRoot, string prefabDir, string assetName)
{
return CreateSinglePrefab(fbxRoot, prefabDir, assetName);
}
static GameObject CreateSinglePrefab(GameObject fbxRoot, string prefabDir, string assetName)
{
EnsureFolder(prefabDir);
var instance = Object.Instantiate(fbxRoot);
instance.name = assetName;
if (TrySetupLODGroup(instance))
Debug.Log($"[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;
}
static void EnsureFolder(string path)
{
if (AssetDatabase.IsValidFolder(path)) return;
string parent = Path.GetDirectoryName(path).Replace("\\", "/");
string child = Path.GetFileName(path);
if (!AssetDatabase.IsValidFolder(parent)) EnsureFolder(parent);
AssetDatabase.CreateFolder(parent, child);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c3b17b0a218bf80458531ba1c789cfed
@@ -0,0 +1,126 @@
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace FBXImporter
{
/// <summary>
/// Persistent registry of FBX files seen by the importer.
/// Stores GUID + filename so the file is human-readable.
/// Format per line: "guid TAB filename.fbx"
/// Registry file is stored next to this script, wherever the plugin is installed.
/// </summary>
public static class ProcessedFBXRegistry
{
// Resolved dynamically so the registry follows the plugin wherever it's installed
static string _registryPath;
static string RegistryPath
{
get
{
if (_registryPath != null) return _registryPath;
var guids = AssetDatabase.FindAssets("ProcessedFBXRegistry t:Script");
foreach (var guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains("FBXImporter"))
{
_registryPath = Path.GetDirectoryName(path).Replace("\\", "/") + "/processed_fbx.txt";
return _registryPath;
}
}
// Fallback — should never happen if plugin is properly installed
_registryPath = "Assets/processed_fbx.txt";
return _registryPath;
}
}
// guid → filename (for display)
static Dictionary<string, string> _registry;
static Dictionary<string, string> Registry
{
get { if (_registry == null) Load(); return _registry; }
}
public static bool IsRegistered(string assetPath)
{
string guid = AssetDatabase.AssetPathToGUID(assetPath);
return !string.IsNullOrEmpty(guid) && Registry.ContainsKey(guid);
}
public static void Register(System.Collections.Generic.IEnumerable<string> assetPaths)
{
bool changed = false;
foreach (var path in assetPaths)
{
string guid = AssetDatabase.AssetPathToGUID(path);
if (string.IsNullOrEmpty(guid)) continue;
if (!Registry.ContainsKey(guid))
{
Registry[guid] = Path.GetFileName(path);
changed = true;
}
}
if (changed) Save();
}
/// <summary>Removes a FBX from the registry by asset path.</summary>
public static void Unregister(string assetPath)
{
string guid = AssetDatabase.AssetPathToGUID(assetPath);
if (!string.IsNullOrEmpty(guid))
UnregisterByGuid(guid, Path.GetFileName(assetPath));
}
/// <summary>
/// Removes a FBX from the registry directly by GUID.
/// Used by FBXDeletionWatcher where the GUID is resolved BEFORE
/// Unity deletes the file — avoids the race condition where
/// AssetPathToGUID returns empty after deletion starts.
/// </summary>
public static void UnregisterByGuid(string guid, string displayName = "")
{
if (string.IsNullOrEmpty(guid)) return;
if (Registry.Remove(guid))
{
Save();
string name = string.IsNullOrEmpty(displayName) ? guid : displayName;
UnityEngine.Debug.Log($"[FBXImporter] Removed from registry: {name}");
}
}
// ── Persistence ───────────────────────────────────────────────────────────
static void Load()
{
_registry = new Dictionary<string, string>();
if (!File.Exists(RegistryPath)) return;
foreach (var line in File.ReadAllLines(RegistryPath))
{
string trimmed = line.Trim();
if (string.IsNullOrEmpty(trimmed)) continue;
var parts = trimmed.Split(new[] { '\t', ' ' }, 2, System.StringSplitOptions.RemoveEmptyEntries);
if (parts.Length >= 1)
_registry[parts[0]] = parts.Length >= 2 ? parts[1] : "unknown";
}
}
static void Save()
{
string dir = Path.GetDirectoryName(RegistryPath);
if (!Directory.Exists(dir)) Directory.CreateDirectory(dir);
var lines = Registry.Select(kvp => $"{kvp.Key}\t{kvp.Value}").ToArray();
File.WriteAllLines(RegistryPath, lines);
// Nullify cache so the next access reloads from disk
_registry = null;
}
}
}
@@ -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 +1,142 @@
using System.IO;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace FBXImporter
{
public static class TextureMatcher
{
static readonly string[] SupportedExtensions = { ".png", ".tga", ".jpg", ".jpeg", ".tiff", ".exr" };
/// <summary>
/// Maps shader slot -> keywords matched anywhere in filename (case-insensitive).
/// More specific keywords listed first to avoid false positives.
/// </summary>
public static readonly Dictionary<string, string[]> SlotKeywords = new Dictionary<string, string[]>
{
{ "_BaseMap", new[] { "albedo", "diffuse", "basecolor", "base_color", "_diff", "_dif", "_D", "_d" } },
{ "_BumpMap", new[] { "normal", "nrm", "_N", "_n" } },
{ "_MetallicGlossMap", new[] { "metallic", "metal", "gloss", "_M", "_m" } },
{ "_SpecGlossMap", new[] { "roughness", "rough", "spec", "_R", "_r" } },
{ "_OcclusionMap", new[] { "occlusion", "ambientocclusion", "_AO", "_ao" } },
{ "_EmissionMap", new[] { "emissive", "emission", "_E", "_e" } },
{ "_ParallaxMap", new[] { "height", "parallax", "opacity", "alpha", "_H", "_h" } },
};
/// <summary>
/// Finds a texture for the given material and shader slot.
///
/// PASS 1 - Prefix match (strict):
/// filename starts with baseName AND contains a slot keyword
/// e.g. baseName="Robot", slot="_BaseMap" -> matches "Robot_D.jpg", "Robot_diffuse.png"
///
/// PASS 2 - Fallback (keyword only, no prefix required):
/// If pass 1 finds nothing, scan ALL textures in the folder for the keyword.
/// Useful when textures use a different prefix than the material name.
/// e.g. material="Robot", textures="Drone_diff.jpg" -> connected via "diff" keyword
/// </summary>
public static Texture2D FindForSlot(string textureDir, string baseName, string shaderSlot)
{
if (!SlotKeywords.TryGetValue(shaderSlot, out string[] keywords)) return null;
if (!AssetDatabase.IsValidFolder(textureDir)) return null;
string[] guids = AssetDatabase.FindAssets("t:Texture2D", new[] { textureDir });
// Pass 1: prefix + keyword
foreach (var guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (!IsSupportedExtension(assetPath)) continue;
string filename = Path.GetFileNameWithoutExtension(assetPath).ToLower();
if (!filename.StartsWith(baseName.ToLower())) continue;
foreach (var keyword in keywords)
{
if (filename.Contains(keyword.ToLower()))
{
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
if (tex == null) continue;
if (shaderSlot == "_BumpMap") EnsureNormalMapType(assetPath);
return tex;
}
}
}
// Pass 2: keyword only fallback (mismatched prefix)
foreach (var guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (!IsSupportedExtension(assetPath)) continue;
string filename = Path.GetFileNameWithoutExtension(assetPath).ToLower();
foreach (var keyword in keywords)
{
if (filename.Contains(keyword.ToLower()))
{
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
if (tex == null) continue;
if (shaderSlot == "_BumpMap") EnsureNormalMapType(assetPath);
Debug.Log($"[FBXImporter] Fallback match: {shaderSlot} <- {Path.GetFileName(assetPath)} (mat: {baseName})");
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; }
}
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+$", "").TrimEnd('_');
}
foreach (var s in new[] { "_MAT", "_Mat", "_material", "_Material" })
if (name.EndsWith(s)) name = name.Substring(0, name.Length - s.Length);
return string.IsNullOrWhiteSpace(name) ? rawName : name;
}
static bool IsSupportedExtension(string assetPath)
{
string ext = Path.GetExtension(assetPath).ToLower();
foreach (var e in SupportedExtensions)
if (ext == e) return true;
return false;
}
static void EnsureNormalMapType(string assetPath)
{
var ti = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (ti != null && ti.textureType != TextureImporterType.NormalMap)
{
ti.textureType = TextureImporterType.NormalMap;
ti.SaveAndReimport();
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 675fd374b2a03994c8ac820bee5fafa2
@@ -0,0 +1,106 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
namespace FBXImporter
{
public class FBXBatchDialog : EditorWindow
{
private class FBXEntry
{
public string Path;
public string Name;
public FBXSource Source;
public bool ShouldProcess = true;
}
private List<FBXEntry> _entries = new List<FBXEntry>();
private Vector2 _scroll;
public static void Show(List<string> fbxPaths)
{
var window = GetWindow<FBXBatchDialog>(true, "FBX Importer — New Assets", true);
window.minSize = new Vector2(520, 320);
foreach (var path in fbxPaths)
window._entries.Add(new FBXEntry {
Path = path,
Name = Path.GetFileName(path),
Source = FBXSourceDetector.Detect(path),
ShouldProcess = true,
});
window.ShowModal();
}
void OnGUI()
{
GUILayout.Space(10);
GUILayout.Label($"{_entries.Count} new FBX detected", EditorStyles.boldLabel);
GUILayout.Label("All files are registered. Check which ones 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(200));
GUILayout.Label("Source", GUILayout.Width(70));
GUILayout.Label("Path", GUILayout.ExpandWidth(true));
}
// 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 style = new GUIStyle(EditorStyles.label)
{ normal = { textColor = entry.ShouldProcess ? Color.white : Color.gray } };
GUILayout.Label(entry.Name, style, GUILayout.Width(200));
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);
// Actions
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button("Skip all", GUILayout.Width(80)))
{ Close(); return; }
int count = _entries.FindAll(e => e.ShouldProcess).Count;
using (new EditorGUI.DisabledScope(count == 0))
{
if (GUILayout.Button($"Process {count} FBX", GUILayout.Width(130)))
{ ProcessSelected(); Close(); }
}
}
GUILayout.Space(8);
}
void ProcessSelected()
{
foreach (var entry in _entries)
{
if (!entry.ShouldProcess) continue;
FBXImportDialog.Show(entry.Path, entry.Source);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 96093adb2a120a6468377c6dc73e1607
@@ -0,0 +1,65 @@
using UnityEditor;
using System.Linq;
namespace FBXImporter
{
public static class FBXContextMenu
{
[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) &&
!path.EndsWith(".obj", System.StringComparison.OrdinalIgnoreCase)) continue;
var source = FBXSourceDetector.Detect(path);
FBXImportDialog.Show(path, source);
}
}
[MenuItem("Assets/FBX Importer/Process this FBX", true)]
static bool ProcessSingleValidate() =>
Selection.objects.Any(o => AssetDatabase.GetAssetPath(o)
.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) ||
AssetDatabase.GetAssetPath(o).EndsWith(".obj", System.StringComparison.OrdinalIgnoreCase));
[MenuItem("Assets/FBX Importer/Remove from registry", false, 1001)]
static void RemoveFromRegistry()
{
foreach (var obj in Selection.objects)
{
string path = AssetDatabase.GetAssetPath(obj);
if (path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) ||
path.EndsWith(".obj", System.StringComparison.OrdinalIgnoreCase))
ProcessedFBXRegistry.Unregister(path);
}
}
[MenuItem("Assets/FBX Importer/Remove from registry", true)]
static bool RemoveFromRegistryValidate() =>
Selection.objects.Any(o => AssetDatabase.GetAssetPath(o)
.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) ||
AssetDatabase.GetAssetPath(o).EndsWith(".obj", System.StringComparison.OrdinalIgnoreCase));
[MenuItem("Assets/FBX Importer/Create Asset Folder Structure", false, 1020)]
static void CreateFolderStructure()
{
string selectedPath = GetSelectedFolderPath();
if (string.IsNullOrEmpty(selectedPath)) return;
string parent = System.IO.Path.GetDirectoryName(selectedPath).Replace("\\", "/");
FolderSetup.Create(parent, System.IO.Path.GetFileName(selectedPath), false);
}
[MenuItem("Assets/FBX Importer/Create Asset Folder Structure", true)]
static bool CreateFolderStructureValidate() => !string.IsNullOrEmpty(GetSelectedFolderPath());
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
@@ -0,0 +1,243 @@
using UnityEngine;
using UnityEditor;
using System.IO;
namespace FBXImporter
{
/// <summary>
/// Per-asset config dialog.
/// Default destination: Assets/[ProjectName]/Content
/// Deletes the original source folder after successful import.
/// </summary>
public class FBXImportDialog : EditorWindow
{
private string _fbxSourcePath;
private string _originalFolder; // folder to delete after import
private FBXSource _detectedSource;
private string _assetName = "";
private string _destinationPath = "";
private bool _createAnims = false;
private string _errorMessage = "";
// Rig
private ModelImporterAnimationType _animType = ModelImporterAnimationType.Generic;
private string _rootNode = "";
static readonly string[] AnimTypeLabels = { "None", "Legacy", "Generic", "Humanoid" };
static readonly ModelImporterAnimationType[] AnimTypeValues =
{
ModelImporterAnimationType.None,
ModelImporterAnimationType.Legacy,
ModelImporterAnimationType.Generic,
ModelImporterAnimationType.Human,
};
public static void Show(string fbxAssetPath, FBXSource source)
{
var window = GetWindow<FBXImportDialog>(true, $"Configure — {Path.GetFileName(fbxAssetPath)}", true);
window.minSize = new Vector2(460, 360);
window.maxSize = new Vector2(460, 360);
window._fbxSourcePath = fbxAssetPath;
window._detectedSource = source;
window._assetName = Path.GetFileNameWithoutExtension(fbxAssetPath);
// Store the original parent folder for cleanup after import
window._originalFolder = Path.GetDirectoryName(
Path.GetDirectoryName(fbxAssetPath)).Replace("\\", "/");
// Default destination: Assets/[ProjectFolder]/Content
// Falls back to Assets/ if not found
window._destinationPath = FindDefaultContentFolder();
window.ShowModal();
}
// ── Default content folder detection ─────────────────────────────────────
static string FindDefaultContentFolder()
{
// Try to find a "Content" folder one level deep under Assets/
string[] candidates = AssetDatabase.GetSubFolders("Assets");
foreach (var folder in candidates)
{
string content = $"{folder}/Content";
if (AssetDatabase.IsValidFolder(content))
return content;
}
// Fallback to Assets/
return "Assets";
}
// ── GUI ───────────────────────────────────────────────────────────────────
void OnGUI()
{
GUILayout.Space(10);
GUILayout.Label("Configure asset", EditorStyles.boldLabel);
GUILayout.Space(6);
DrawRow("File", Path.GetFileName(_fbxSourcePath));
DrawRow("Source", _detectedSource.ToString());
GUILayout.Space(10);
// Asset name
GUILayout.Label("Asset Name", EditorStyles.miniBoldLabel);
_assetName = EditorGUILayout.TextField(_assetName);
GUILayout.Space(6);
// Destination
GUILayout.Label("Destination Folder", EditorStyles.miniBoldLabel);
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField(_destinationPath, EditorStyles.helpBox);
if (GUILayout.Button("Browse…", GUILayout.Width(70)))
{
string chosen = EditorUtility.OpenFolderPanel("Select destination", Application.dataPath, "");
if (!string.IsNullOrEmpty(chosen))
{
if (chosen.StartsWith(Application.dataPath))
_destinationPath = "Assets" + chosen.Substring(Application.dataPath.Length);
else
_errorMessage = "Please select a folder inside Assets/";
}
}
}
EditorGUILayout.LabelField($"→ {_destinationPath}/{_assetName}", EditorStyles.miniLabel);
GUILayout.Space(8);
// Rig
GUILayout.Label("Rig & Animation", EditorStyles.miniBoldLabel);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label("Animation Type", GUILayout.Width(120));
int current = System.Array.IndexOf(AnimTypeValues, _animType);
int selected = GUILayout.SelectionGrid(current, AnimTypeLabels, 4);
_animType = AnimTypeValues[selected];
}
if (_animType != ModelImporterAnimationType.None)
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label("Root Node (opt.)", GUILayout.Width(120));
_rootNode = EditorGUILayout.TextField(_rootNode);
}
_createAnims = true;
}
GUILayout.Space(4);
_createAnims = EditorGUILayout.ToggleLeft("Create Animations/ folder", _createAnims);
GUILayout.Space(8);
if (!string.IsNullOrEmpty(_errorMessage))
{
EditorGUILayout.HelpBox(_errorMessage, MessageType.Error);
GUILayout.Space(4);
}
// Buttons — always enabled as long as name is not empty
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button("Skip", GUILayout.Width(70)))
{ Close(); return; }
bool valid = !string.IsNullOrWhiteSpace(_assetName)
&& !string.IsNullOrWhiteSpace(_destinationPath);
using (new EditorGUI.DisabledScope(!valid))
{
if (GUILayout.Button("Create & Import", GUILayout.Width(120)))
{ Confirm(); Close(); }
}
}
}
// ── Confirm ───────────────────────────────────────────────────────────────
void Confirm()
{
var folders = FolderSetup.Create(_destinationPath, _assetName, _createAnims);
// Move FBX into Sources/
string targetFBX = $"{folders.Sources}/{Path.GetFileName(_fbxSourcePath)}";
if (_fbxSourcePath != targetFBX)
{
string moveError = AssetDatabase.MoveAsset(_fbxSourcePath, targetFBX);
if (!string.IsNullOrEmpty(moveError))
{
Debug.LogError($"[FBXImporter] Could not move FBX: {moveError}");
return;
}
}
// Move textures from original folder into Textures/
MoveTexturesFromOriginal(folders);
// Run full pipeline — pass original folder for cleanup
FBXProcessor.Process(targetFBX, _animType, _rootNode, _originalFolder);
var rootObj = AssetDatabase.LoadAssetAtPath<Object>(folders.Root);
if (rootObj != null) EditorGUIUtility.PingObject(rootObj);
}
/// <summary>
/// Moves texture files from the original dropped folder into the asset's Textures/.
/// Handles the case where the user dropped a folder containing both source/ and textures/.
/// </summary>
void MoveTexturesFromOriginal(AssetFolders folders)
{
if (string.IsNullOrEmpty(_originalFolder)) return;
// Look for a textures subfolder in the original dropped folder
string[] textureSources = {
$"{_originalFolder}/textures",
$"{_originalFolder}/Textures",
$"{_originalFolder}/texture",
_originalFolder // textures may be directly in the root
};
string[] supportedExts = { ".png", ".tga", ".jpg", ".jpeg", ".tiff", ".exr" };
foreach (var texSource in textureSources)
{
if (!AssetDatabase.IsValidFolder(texSource)) continue;
string[] guids = AssetDatabase.FindAssets("t:Texture2D", new[] { texSource });
foreach (var guid in guids)
{
string srcPath = AssetDatabase.GUIDToAssetPath(guid);
string ext = Path.GetExtension(srcPath).ToLower();
bool valid = false;
foreach (var e in supportedExts) if (ext == e) { valid = true; break; }
if (!valid) continue;
string dstPath = $"{folders.Textures}/{Path.GetFileName(srcPath)}";
if (srcPath == dstPath) continue;
string err = AssetDatabase.MoveAsset(srcPath, dstPath);
if (!string.IsNullOrEmpty(err))
Debug.LogWarning($"[FBXImporter] Could not move texture {Path.GetFileName(srcPath)}: {err}");
else
Debug.Log($"[FBXImporter] Texture moved → {dstPath}");
}
break; // Only process first valid source
}
AssetDatabase.Refresh();
}
static void DrawRow(string label, string value)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField(label, GUILayout.Width(60));
EditorGUILayout.LabelField(value, EditorStyles.miniLabel);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0f982faee0b3f5142a962f73ba411924
@@ -0,0 +1,194 @@
using UnityEngine;
using UnityEditor;
using System.IO;
namespace FBXImporter
{
/// <summary>
/// FBX Importer Inspector Window — Window > FBX Importer > Inspector
///
/// Shows for the selected FBX:
/// - Detected source (Blender/Maya)
/// - Registry status
/// - Folder structure status
/// - Texture slot matching preview
/// - Animation clips found
/// - Animator Controller status
/// - Actions: process, remove from registry, create folders, ping
/// </summary>
public class FBXImporterWindow : EditorWindow
{
private Object _selectedFBX;
private Vector2 _scrollTextures;
private Vector2 _scrollClips;
[MenuItem("Window/FBX Importer/Inspector")]
public static void Open() => GetWindow<FBXImporterWindow>("FBX Importer").Show();
void OnGUI()
{
GUILayout.Label("FBX Importer", EditorStyles.boldLabel);
EditorGUILayout.HelpBox(
"Select a .fbx in the Project panel.\n" +
"Drop → batch dialog appears automatically for new files.",
MessageType.Info);
GUILayout.Space(6);
_selectedFBX = EditorGUILayout.ObjectField("FBX Asset", _selectedFBX, typeof(Object), false);
// Auto-fill from Project panel selection
if (_selectedFBX == null && Selection.activeObject != null)
{
string sel = AssetDatabase.GetAssetPath(Selection.activeObject);
if (sel.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase))
_selectedFBX = Selection.activeObject;
}
if (_selectedFBX == null) return;
string path = AssetDatabase.GetAssetPath(_selectedFBX);
if (!path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) &&
!path.EndsWith(".obj", System.StringComparison.OrdinalIgnoreCase))
{
EditorGUILayout.HelpBox("Not a .fbx file.", MessageType.Warning);
return;
}
DrawInspector(path);
}
void DrawInspector(string assetPath)
{
EditorGUILayout.Space(6);
var source = FBXSourceDetector.Detect(assetPath);
var folders = FolderSetup.Resolve(assetPath);
bool registered = ProcessedFBXRegistry.IsRegistered(assetPath);
string clean = TextureMatcher.CleanMaterialName(
Path.GetFileNameWithoutExtension(assetPath), source);
// ── Detection ─────────────────────────────────────────────────────────
GUILayout.Label("Detection", EditorStyles.boldLabel);
DrawRow("Source", source.ToString(),
source != FBXSource.Unknown ? Color.green : Color.yellow);
DrawRow("Registered", registered ? "Yes" : "No — will appear on next drop",
registered ? Color.green : Color.yellow);
// ── Folder structure ──────────────────────────────────────────────────
EditorGUILayout.Space(6);
GUILayout.Label("Folder Structure", EditorStyles.boldLabel);
DrawFolderRow("Sources/", folders.Sources);
DrawFolderRow("Textures/", folders.Textures);
DrawFolderRow("Materials/", folders.Materials);
DrawFolderRow("Prefabs/", folders.Prefabs);
DrawFolderRow("Animations/", folders.Animations);
DrawFolderRow("Audio/", folders.Audio);
DrawFolderRow("VFX/", folders.VFX);
// ── Texture slot preview ──────────────────────────────────────────────
EditorGUILayout.Space(6);
GUILayout.Label("Texture Slots", EditorStyles.boldLabel);
_scrollTextures = EditorGUILayout.BeginScrollView(_scrollTextures, GUILayout.Height(130));
foreach (var kvp in TextureMatcher.SlotKeywords)
{
var tex = TextureMatcher.FindForSlot(folders.Textures, clean, kvp.Key);
bool found = tex != null;
using (new EditorGUILayout.HorizontalScope())
{
var style = new GUIStyle(EditorStyles.label)
{ normal = { textColor = found ? new Color(0.4f, 1f, 0.4f) : new Color(0.5f, 0.5f, 0.5f) } };
GUILayout.Label(found ? "✓" : "○", style, GUILayout.Width(16));
GUILayout.Label(kvp.Key, GUILayout.Width(160));
GUILayout.Label(found ? tex.name : "–", EditorStyles.miniLabel);
}
}
EditorGUILayout.EndScrollView();
// ── Animation clips ───────────────────────────────────────────────────
EditorGUILayout.Space(6);
GUILayout.Label("Animation Clips", EditorStyles.boldLabel);
var allAssets = AssetDatabase.LoadAllAssetsAtPath(assetPath);
int clipCount = 0;
_scrollClips = EditorGUILayout.BeginScrollView(_scrollClips, GUILayout.Height(60));
foreach (var asset in allAssets)
{
if (!(asset is AnimationClip clip)) continue;
if (clip.name.StartsWith("__preview__")) continue;
clipCount++;
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label("♦", GUILayout.Width(16));
GUILayout.Label(clip.name, EditorStyles.miniLabel);
GUILayout.Label($"{clip.length:0.00}s", EditorStyles.miniLabel, GUILayout.Width(50));
}
}
if (clipCount == 0)
GUILayout.Label("No clips found in this FBX", EditorStyles.miniLabel);
EditorGUILayout.EndScrollView();
// Animator controller status
if (!string.IsNullOrEmpty(folders.Animations))
{
string controllerPath = $"{folders.Animations}/{Path.GetFileNameWithoutExtension(assetPath)}.controller";
bool hasController = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(controllerPath) != null;
DrawRow("Controller", hasController ? "Created ✓" : "Not created yet",
hasController ? Color.green : Color.gray);
}
// ── Actions ───────────────────────────────────────────────────────────
EditorGUILayout.Space(8);
GUILayout.Label("Actions", EditorStyles.boldLabel);
if (GUILayout.Button("▶ Process this FBX (full pipeline)", GUILayout.Height(28)))
FBXImportDialog.Show(assetPath, source);
EditorGUILayout.Space(2);
if (GUILayout.Button("🔄 Reconnect textures only"))
{
var fbxAsset = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (fbxAsset != null)
{
// Re-run texture connection without reimport
FBXProcessor.Process(assetPath);
}
}
if (GUILayout.Button("🗑 Remove from registry"))
ProcessedFBXRegistry.Unregister(assetPath);
if (GUILayout.Button("📁 Create missing folders"))
FolderSetup.Create(Path.GetDirectoryName(folders.Root), Path.GetFileName(folders.Root), false);
if (GUILayout.Button("🔍 Ping in Project panel"))
EditorGUIUtility.PingObject(_selectedFBX);
}
// ── Helpers ───────────────────────────────────────────────────────────────
static void DrawRow(string label, string value, Color valueColor)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField(label, GUILayout.Width(90));
var style = new GUIStyle(EditorStyles.label) { normal = { textColor = valueColor } };
EditorGUILayout.LabelField(value, style);
}
}
static void DrawFolderRow(string label, string folderPath)
{
if (string.IsNullOrEmpty(folderPath)) return;
bool exists = AssetDatabase.IsValidFolder(folderPath);
using (new EditorGUILayout.HorizontalScope())
{
var style = new GUIStyle(EditorStyles.label)
{ normal = { textColor = exists ? new Color(0.4f, 1f, 0.4f) : new Color(0.6f, 0.6f, 0.6f) } };
GUILayout.Label(exists ? "✓" : "○", style, GUILayout.Width(16));
GUILayout.Label(label, GUILayout.Width(90));
GUILayout.Label(folderPath, EditorStyles.miniLabel);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 896d2ee0a3a30ef42baf3b73fc486171
@@ -0,0 +1,31 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
[InitializeOnLoad]
public static class HierarchySectionHeader
{
static HierarchySectionHeader()
{
EditorApplication.hierarchyWindowItemOnGUI += HierarchyWindowItemOnGUI;
}
static void HierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
{
var gameObject = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (gameObject != null && gameObject.name.StartsWith("//", System.StringComparison.Ordinal))
{
EditorGUI.DrawRect(selectionRect, Color.grey);
EditorGUI.LabelField(selectionRect, gameObject.name.Replace("/", "").ToUpperInvariant(), new GUIStyle(EditorStyles.boldLabel)
{
fontSize = 12,
alignment = TextAnchor.MiddleCenter,
normal = { textColor = Color.black }
});
}
}
}
#endif
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a8e4f480645562e48bfd2214400c5d2d
@@ -0,0 +1,127 @@
using UnityEngine;
using UnityEditor;
using OctoCore.Localization;
using System.IO;
namespace Unheimlich.Editor
{
[CustomPropertyDrawer(typeof(OctoLocalizedTextData))]
public class LocalizedTextFieldDrawer : PropertyDrawer
{
private const float LINE_HEIGHT = 20f;
private const float SPACING = 2f;
private const float LABEL_WIDTH = 80f;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
// Height for label + EN field + FR field
return LINE_HEIGHT * 3 + SPACING * 2;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
OctoLocalizedTextData textData = property.objectReferenceValue as OctoLocalizedTextData;
// If null, create new OctoLocalizedTextData
if (textData == null)
{
textData = CreateLocalizedTextData(property);
property.objectReferenceValue = textData;
property.serializedObject.ApplyModifiedProperties();
}
// Draw label
Rect labelRect = new Rect(position.x, position.y, position.width, LINE_HEIGHT);
EditorGUI.LabelField(labelRect, label, EditorStyles.boldLabel);
// Draw EN field
Rect enRect = new Rect(position.x, position.y + LINE_HEIGHT + SPACING, position.width, LINE_HEIGHT);
DrawLanguageField(enRect, textData, OctoLanguages.English, "EN");
// Draw FR field
Rect frRect = new Rect(position.x, position.y + (LINE_HEIGHT + SPACING) * 2, position.width, LINE_HEIGHT);
DrawLanguageField(frRect, textData, OctoLanguages.French, "FR");
EditorGUI.EndProperty();
}
private void DrawLanguageField(Rect position, OctoLocalizedTextData textData, OctoLanguages language, string labelText)
{
if (textData == null) return;
// Ensure dictionary is initialized
if (textData.Languages.Dictionary == null || textData.Languages.Dictionary.Count == 0)
{
#if UNITY_EDITOR
textData.Init();
#endif
}
// Get language key
string langKey = language.ToString();
// Get current value
string currentValue = "";
if (textData.Languages.Dictionary.TryGetValue(langKey, out string value))
{
currentValue = value;
}
// Draw label
Rect labelRect = new Rect(position.x, position.y, LABEL_WIDTH, position.height);
EditorGUI.LabelField(labelRect, labelText + ":");
// Draw text field
Rect fieldRect = new Rect(position.x + LABEL_WIDTH, position.y, position.width - LABEL_WIDTH, position.height);
EditorGUI.BeginChangeCheck();
string newValue = EditorGUI.TextField(fieldRect, currentValue);
if (EditorGUI.EndChangeCheck())
{
// Update via indexer (Dictionary is read-only property but supports indexer)
textData.Languages.Dictionary[langKey] = newValue;
EditorUtility.SetDirty(textData);
AssetDatabase.SaveAssets();
}
}
private OctoLocalizedTextData CreateLocalizedTextData(SerializedProperty property)
{
// Get the object being edited
Object targetObject = property.serializedObject.targetObject;
string assetPath = AssetDatabase.GetAssetPath(targetObject);
if (string.IsNullOrEmpty(assetPath))
return null;
string directory = Path.GetDirectoryName(assetPath);
string fileName = Path.GetFileNameWithoutExtension(assetPath);
string propertyPath = property.propertyPath.Replace(".", "_");
// Create unique name
string textDataName = $"text_{fileName}_{propertyPath}";
string textDataPath = $"{directory}/{textDataName}.asset";
// Check if already exists
OctoLocalizedTextData existingData = AssetDatabase.LoadAssetAtPath<OctoLocalizedTextData>(textDataPath);
if (existingData != null)
return existingData;
// Create new OctoLocalizedTextData
OctoLocalizedTextData newTextData = ScriptableObject.CreateInstance<OctoLocalizedTextData>();
// Initialize via Init() method
newTextData.Init();
// Save asset
AssetDatabase.CreateAsset(newTextData, textDataPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
return newTextData;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6566d44f45287f943b77aa92aaefeeb0
@@ -0,0 +1,642 @@
using System;
using System.IO;
using System.Net;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
[InitializeOnLoad]
public static class SceneEditPresenceTool
{
private const string ServerUrl = "http://unityapi.coiriergraphics.fr/scene_presence/";
private const double HeartbeatInterval = 180;
private static string _userId;
private static string _projectName;
private static string _scenePath;
private static double _nextHeartbeat;
private static bool _offline;
private static string _currentEditor = "none";
private static bool _requestInFlight;
private const float OverlayHeight = 30f;
private const float OverlayMarginTop = 3f;
private const float OverlayOffsetX = 48f;
private const float OverlayBaseWidth = 420f;
private const float OverlayWidthScale = .70f;
private const float ButtonWidth = 78f;
private static string ConfigPath =>
Path.Combine(
Directory.GetParent(Application.dataPath).FullName,
"UserSettings",
"ScenePresenceUser.json"
);
static SceneEditPresenceTool()
{
_projectName = Directory.GetParent(Application.dataPath).Name;
_userId = LoadOrAskUserId();
EditorApplication.delayCall += OnStartup;
EditorApplication.update += OnUpdate;
EditorSceneManager.activeSceneChangedInEditMode += OnSceneChanged;
SceneView.duringSceneGui += OnSceneGui;
}
private static async void OnStartup()
{
if (string.IsNullOrWhiteSpace(_userId))
return;
var scene = SceneManager.GetActiveScene();
if (!string.IsNullOrEmpty(scene.path))
{
_scenePath = scene.path;
await OpenScene();
}
}
private static async void OnSceneChanged(Scene oldScene, Scene newScene)
{
if (string.IsNullOrWhiteSpace(_userId))
return;
if (!string.IsNullOrEmpty(newScene.path))
{
_scenePath = newScene.path;
await OpenScene();
}
}
private static async void OnUpdate()
{
if (string.IsNullOrWhiteSpace(_userId))
return;
if (string.IsNullOrEmpty(_scenePath))
return;
if (_requestInFlight)
return;
if (EditorApplication.timeSinceStartup < _nextHeartbeat)
return;
_nextHeartbeat = EditorApplication.timeSinceStartup + HeartbeatInterval;
await Heartbeat();
RepaintSceneView();
}
private static void OnSceneGui(SceneView sceneView)
{
Handles.BeginGUI();
float width = Mathf.Min(sceneView.position.width - (OverlayOffsetX + 16f), OverlayBaseWidth) * OverlayWidthScale;
Rect rect = new Rect(
OverlayOffsetX,
OverlayMarginTop,
width,
OverlayHeight
);
DrawTopBar(rect);
Handles.EndGUI();
}
private static void DrawTopBar(Rect rect)
{
UiState state = GetUiState();
string buttonLabel = state == UiState.OwnedByMe ? "Release" : "Edit";
bool buttonEnabled = state != UiState.Offline && !_requestInFlight;
Rect buttonRect = new Rect(
rect.xMax - ButtonWidth - 6f,
rect.y + 4f,
ButtonWidth,
rect.height - 8f
);
Rect textRect = new Rect(
rect.x + 10f,
rect.y,
rect.width - ButtonWidth - 22f,
rect.height
);
EditorGUI.DrawRect(rect, GetBackgroundColor(state));
GUIStyle textStyle = new GUIStyle(EditorStyles.label)
{
alignment = TextAnchor.MiddleLeft,
fontStyle = FontStyle.Bold,
fontSize = 11,
normal = { textColor = Color.white },
clipping = TextClipping.Clip
};
GUI.Label(textRect, GetMessage(state), textStyle);
Color oldColor = GUI.backgroundColor;
GUI.backgroundColor = GetButtonColor(state);
EditorGUI.BeginDisabledGroup(!buttonEnabled);
if (GUI.Button(buttonRect, buttonLabel))
{
if (state == UiState.MissingUserId)
{
AskUserIdWindow.ShowWindow(SaveUserIdAndRefresh);
}
else if (state == UiState.OwnedByMe)
{
ReleaseEditMode();
}
else
{
TakeEditMode();
}
}
EditorGUI.EndDisabledGroup();
GUI.backgroundColor = oldColor;
}
private static UiState GetUiState()
{
if (string.IsNullOrWhiteSpace(_userId))
return UiState.MissingUserId;
if (_offline)
return UiState.Offline;
if (_currentEditor == _userId)
return UiState.OwnedByMe;
if (!string.IsNullOrEmpty(_currentEditor) && _currentEditor != "none")
return UiState.OwnedByOther;
return UiState.Free;
}
private static string GetMessage(UiState state)
{
switch (state)
{
case UiState.MissingUserId:
return "User ID required";
case UiState.OwnedByMe:
return "You are editing this scene";
case UiState.OwnedByOther:
return $"{_currentEditor} is editing this scene";
case UiState.Offline:
return "Offline";
default:
return "Scene available";
}
}
private static Color GetBackgroundColor(UiState state)
{
const float alpha = 0.70f;
switch (state)
{
case UiState.MissingUserId:
case UiState.Offline:
return new Color(1.00f, 0.10f, 0.10f, alpha);
case UiState.OwnedByMe:
return new Color(0.22f, 0.55f, 0.28f, alpha);
case UiState.OwnedByOther:
return new Color(0.82f, 0.48f, 0.10f, alpha);
default:
return new Color(0.18f, 0.18f, 0.18f, alpha);
}
}
private static Color GetButtonColor(UiState state)
{
switch (state)
{
case UiState.Free:
return new Color(0.38f, 0.66f, 1.00f, 1f);
case UiState.MissingUserId:
case UiState.OwnedByOther:
case UiState.OwnedByMe:
case UiState.Offline:
default:
return new Color(0.22f, 0.22f, 0.22f, 1f);
}
}
private static async void TakeEditMode()
{
if (string.IsNullOrWhiteSpace(_userId))
{
AskUserIdWindow.ShowWindow(SaveUserIdAndRefresh);
return;
}
if (string.IsNullOrEmpty(_scenePath))
return;
EditModeRequest payload = new EditModeRequest
{
projectName = _projectName,
scenePath = _scenePath,
userId = _userId,
dateTime = DateTime.UtcNow.ToString("o"),
force = false
};
SetEditModeResponse result = await Request<SetEditModeResponse>("set_edit_mode.php", payload);
if (result == null)
{
SetOffline();
return;
}
_offline = false;
if (!result.success)
{
Debug.LogError("[ScenePresence] set_edit_mode failed.");
RepaintSceneView();
return;
}
if (result.granted)
{
_currentEditor = _userId;
RepaintSceneView();
return;
}
string ownerName = !string.IsNullOrWhiteSpace(result.occupiedBy)
? result.occupiedBy
: (!string.IsNullOrWhiteSpace(_currentEditor) && _currentEditor != "none" ? _currentEditor : "another user");
bool forceTake = EditorUtility.DisplayDialog(
"Scene Already In Edit Mode",
$"This scene is already locked by {ownerName}.\nDo you want to take control anyway?",
"Take Control",
"Cancel"
);
if (!forceTake)
return;
payload.force = true;
SetEditModeResponse forced = await Request<SetEditModeResponse>("set_edit_mode.php", payload);
if (forced == null)
{
SetOffline();
return;
}
_offline = false;
if (forced.success && forced.granted)
{
_currentEditor = _userId;
RepaintSceneView();
}
}
private static async void ReleaseEditMode()
{
if (string.IsNullOrWhiteSpace(_userId))
return;
if (string.IsNullOrEmpty(_scenePath))
return;
ReleaseResponse result = await Request<ReleaseResponse>("release_edit_mode.php", new BaseRequest
{
projectName = _projectName,
scenePath = _scenePath,
userId = _userId,
dateTime = DateTime.UtcNow.ToString("o")
});
if (result == null)
{
SetOffline();
return;
}
_offline = false;
_currentEditor = "none";
RepaintSceneView();
await OpenScene();
}
private static async Task OpenScene()
{
OpenSceneResponse result = await Request<OpenSceneResponse>("open_scene.php", new BaseRequest
{
projectName = _projectName,
scenePath = _scenePath,
userId = _userId,
dateTime = DateTime.UtcNow.ToString("o")
});
if (result == null)
{
SetOffline();
return;
}
_offline = false;
if (result.hasEditor)
{
_currentEditor = string.IsNullOrWhiteSpace(result.editorUserId) ? "none" : result.editorUserId;
}
else
{
_currentEditor = "none";
}
RepaintSceneView();
}
private static async Task Heartbeat()
{
HeartbeatResponse result = await Request<HeartbeatResponse>("heartbeat.php", new BaseRequest
{
projectName = _projectName,
scenePath = _scenePath,
userId = _userId,
dateTime = DateTime.UtcNow.ToString("o")
});
if (result == null)
{
SetOffline();
return;
}
_offline = false;
if (result.hasEditor)
_currentEditor = string.IsNullOrWhiteSpace(result.editorUserId) ? "none" : result.editorUserId;
else
_currentEditor = "none";
RepaintSceneView();
}
private static async Task<T> Request<T>(string endpoint, object payload) where T : class
{
_requestInFlight = true;
try
{
string json = JsonUtility.ToJson(payload);
byte[] bytes = Encoding.UTF8.GetBytes(json);
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(ServerUrl + endpoint);
request.Method = "POST";
request.ContentType = "application/json";
request.Timeout = 5000;
request.ReadWriteTimeout = 5000;
request.ContentLength = bytes.Length;
using (var requestStream = await request.GetRequestStreamAsync())
{
await requestStream.WriteAsync(bytes, 0, bytes.Length);
}
using var response = await request.GetResponseAsync();
using var responseStream = response.GetResponseStream();
using var reader = new StreamReader(responseStream);
string responseJson = await reader.ReadToEndAsync();
if (string.IsNullOrWhiteSpace(responseJson))
return null;
if (!responseJson.TrimStart().StartsWith("{"))
{
Debug.LogError($"[ScenePresence] Non-JSON response from {endpoint}: {responseJson}");
return null;
}
//Debug.Log($"[ScenePresence] {endpoint} => {responseJson}");
return JsonUtility.FromJson<T>(responseJson);
}
catch (Exception ex)
{
Debug.LogError($"[ScenePresence] Request failed ({endpoint}): {ex}");
return null;
}
finally
{
_requestInFlight = false;
}
}
private static void SetOffline()
{
_offline = true;
RepaintSceneView();
}
private static void RepaintSceneView()
{
if (SceneView.lastActiveSceneView != null)
SceneView.lastActiveSceneView.Repaint();
}
private static string LoadOrAskUserId()
{
try
{
if (File.Exists(ConfigPath))
{
UserConfig saved = JsonUtility.FromJson<UserConfig>(File.ReadAllText(ConfigPath));
if (saved != null && !string.IsNullOrWhiteSpace(saved.userId))
return saved.userId.Trim();
}
}
catch (Exception ex)
{
Debug.LogWarning($"[ScenePresence] Failed to read config: {ex.Message}");
}
EditorApplication.delayCall += () =>
{
AskUserIdWindow.ShowWindow(SaveUserIdAndRefresh);
};
return null;
}
private static void SaveUserIdAndRefresh(string userId)
{
if (string.IsNullOrWhiteSpace(userId))
return;
_userId = userId.Trim();
SaveUserId(_userId);
EditorApplication.delayCall += async () =>
{
Scene scene = SceneManager.GetActiveScene();
if (!string.IsNullOrEmpty(scene.path))
{
_scenePath = scene.path;
await OpenScene();
}
RepaintSceneView();
};
}
private static void SaveUserId(string userId)
{
try
{
string directory = Path.GetDirectoryName(ConfigPath);
if (!Directory.Exists(directory))
Directory.CreateDirectory(directory);
UserConfig config = new UserConfig { userId = userId };
File.WriteAllText(ConfigPath, JsonUtility.ToJson(config, true));
}
catch (Exception ex)
{
Debug.LogError($"[ScenePresence] Failed to save config: {ex.Message}");
}
}
[Serializable]
private class UserConfig
{
public string userId;
}
[Serializable]
private class BaseRequest
{
public string projectName;
public string scenePath;
public string userId;
public string dateTime;
}
[Serializable]
private class EditModeRequest : BaseRequest
{
public bool force;
}
[Serializable]
private class OpenSceneResponse
{
public bool success;
public bool hasEditor;
public string editorUserId;
public string editorDateTime;
public string editorServerTakenAt;
public bool editorOnline;
}
[Serializable]
private class HeartbeatResponse
{
public bool success;
public bool hasEditor;
public string editorUserId;
public bool editorOnline;
}
[Serializable]
private class SetEditModeResponse
{
public bool success;
public bool granted;
public bool forced;
public string occupiedBy;
public string editorUserId;
}
[Serializable]
private class ReleaseResponse
{
public bool success;
public bool released;
}
private enum UiState
{
MissingUserId,
Free,
OwnedByOther,
OwnedByMe,
Offline
}
}
public class AskUserIdWindow : EditorWindow
{
private static Action<string> _onSave;
private static AskUserIdWindow _instance;
private string _userId = "";
public static void ShowWindow(Action<string> onSave)
{
if (_instance != null)
{
_instance.Focus();
return;
}
_onSave = onSave;
_instance = CreateInstance<AskUserIdWindow>();
_instance.titleContent = new GUIContent("Scene Presence Setup");
_instance.minSize = new Vector2(240, 60);
_instance.maxSize = new Vector2(240, 60);
_instance.ShowUtility();
_instance.Focus();
}
private void OnDestroy()
{
if (_instance == this)
_instance = null;
}
private void OnGUI()
{
GUILayout.Space(10);
EditorGUIUtility.labelWidth = 60;
_userId = EditorGUILayout.TextField("User ID", _userId);
GUILayout.FlexibleSpace();
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
GUI.enabled = !string.IsNullOrWhiteSpace(_userId);
if (GUILayout.Button("Save", GUILayout.Width(80)))
{
_onSave?.Invoke(_userId.Trim());
Close();
}
GUI.enabled = true;
}
GUILayout.Space(10);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d9c85ae0c5f70cc4da07f387065c0015