Support old prefab system

Added support for the prefab system used before Unity 2018.
This commit is contained in:
max 2019-11-29 00:03:18 +01:00
parent 406720d718
commit 0dfa466d78
5 changed files with 516 additions and 521 deletions

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@ -1,21 +1 @@
# MA_TextureAtlasser
Texture atlas creator for Unity
[![Image](https://maxartz15.com/wp-content/uploads/2019/04/MA_TextureAtlas.png)]()
You can combine textures and/or remap the UVs for the 3D models.
By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority. The tool can also be used to make 2D sprite sheets.
- Combine textures/sprites.
- Automatically adjusts the UV's of the assigned meshes to match the new texture atlas.
- Exports meshes as OBJ.
- Exports texture atlas as PNG.
- Exports texture atlas as a (sliced) sprite sheet.
[Example video](https://youtu.be/PBRKlopkZP0)
Download the UnityPackage here: https://github.com/maxartz15/MA_TextureAtlasser/releases
[![Github All Releases](https://img.shields.io/github/downloads/maxartz15/MA_TextureAtlasser/total.svg)]()
For more information: https://maxartz15.com/ma-textureatlasser/
README: https://github.com/maxartz15/MA_TextureAtlasser/blob/master/README.md

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@ -8,8 +8,6 @@ using MA_Texture;
namespace MA_TextureAtlasserPro
{
public static class MA_TextureAtlasserProUtils
{
public const string TEXTURE_ATLASSER_PATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/";
@ -457,13 +455,14 @@ namespace MA_TextureAtlasserPro
newMesh = MA_MeshUtils.MA_DuplicateMesh(quad.meshes[m]);
//Remap UV's
newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap);
//Save it
//Set name
string meshName = string.IsNullOrEmpty(quad.name) ? "" : quad.name + "-";
meshName += quad.meshes[m].name;
int n = m + 1;
meshName += "_" + n.ToString("#000");
string asset = MA_MeshUtils.MA_SaveMeshPrefab(newMesh, meshName, savePath, material: material);
newMesh.name = meshName;
//Save it
string asset = MA_MeshUtils.MA_SaveMeshPrefab(newMesh, meshName, savePath, materialPath: material);
assetPaths.Add(asset);
}
}

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@ -17,58 +17,69 @@ namespace MA_Mesh
{
public static class MA_MeshUtils
{
public static string MA_SaveMeshAsset(Mesh mesh, string meshName, string savePath)
public static string MA_SaveMeshAsset(Mesh mesh, string savePath)
{
Mesh newMesh = mesh;
if(meshName == "")
if (string.IsNullOrEmpty(mesh.name))
{
newMesh.name = mesh.name;
}
else
{
newMesh.name = meshName;
mesh.name = UnityEngine.Random.Range(11111, 99999).ToString();
}
string assetPath = savePath + newMesh.name + ".asset";
string assetPath = savePath + mesh.name + ".asset";
AssetDatabase.CreateAsset(newMesh, assetPath);
AssetDatabase.CreateAsset(mesh, assetPath);
AssetDatabase.SaveAssets();
return assetPath;
}
public static string MA_SaveMeshPrefab(Mesh mesh, string meshName, string savePath, string material)
public static string MA_SaveMeshPrefab(Mesh mesh, string prefabName, string savePath, string materialPath)
{
string assetPath = "";
string assetPath = null;
if (meshName == "")
{
meshName = mesh.name;
}
string meshAssetPath = MA_SaveMeshAsset(mesh, savePath);
Mesh meshAsset = AssetDatabase.LoadAssetAtPath<Mesh>(meshAssetPath);
string meshPath = MA_SaveMeshAsset(mesh, meshName, savePath);
Mesh curMesh = AssetDatabase.LoadAssetAtPath<Mesh>(meshPath);
if (curMesh != null)
if (meshAsset != null)
{
GameObject gameObject = new GameObject
{
name = meshName
name = prefabName
};
gameObject.AddComponent<MeshFilter>().mesh = curMesh;
gameObject.AddComponent<MeshFilter>().mesh = meshAsset;
gameObject.AddComponent<MeshRenderer>();
Material curMaterial = AssetDatabase.LoadAssetAtPath<Material>(material);
Material curMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
if (curMaterial != null)
{
gameObject.GetComponent<MeshRenderer>().material = curMaterial;
}
assetPath = savePath + meshName + ".prefab";
if (string.IsNullOrEmpty(prefabName))
{
prefabName = UnityEngine.Random.Range(11111, 99999).ToString();
}
assetPath = savePath + prefabName + ".prefab";
#if UNITY_2018_4_OR_NEWER
PrefabUtility.SaveAsPrefabAsset(gameObject, assetPath);
#else
GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (go != null)
{
PrefabUtility.ReplacePrefab(gameObject, go, ReplacePrefabOptions.ReplaceNameBased);
}
else
{
PrefabUtility.CreatePrefab(assetPath, gameObject, ReplacePrefabOptions.ReplaceNameBased);
}
#endif
UnityEngine.GameObject.DestroyImmediate(gameObject);
}

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@ -1,7 +1,12 @@
{
"dependencies": {
"com.unity.package-manager-ui": "2.1.2",
"com.unity.2d.sprite": "1.0.0",
"com.unity.ext.nunit": "1.0.0",
"com.unity.package-manager-ui": "2.2.0",
"com.unity.test-framework": "1.0.13",
"com.unity.ugui": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",

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@ -1,2 +1,2 @@
m_EditorVersion: 2019.1.10f1
m_EditorVersionWithRevision: 2019.1.10f1 (f007ed779b7a)
m_EditorVersion: 2019.2.13f1
m_EditorVersionWithRevision: 2019.2.13f1 (e20f6c7e5017)