UnityAssets(en) - PoChang007/UniVRM_1_0 GitHub Wiki
Asset Handling Change
In UniVRM1.XX, we adopt ScriptedImporter, which has different asset handling behaviors compared with AssetPostprocessor.
0.xx
Put model.vrm
in the Assets folder => AssetPostprocessor is triggered for files with extension .vrm
- Extract Texture from vrm
- Extract Material from vrm
- Extract Mesh from vrm vrm
- Extract BlendShape from vrm
- Construct Prefab from the extracted assets
Many assets are generated in the Assets folder.
- model.vrm
- model.vrm.meta
- model.prefab
- model.prefab.meta
- model.Materials.meta
- model.Materials/*.assets
- model.Materials/*.meta
- ...etc
1.0
Put model.vrm
in the Assets folder => ScriptedImporter is triggered for files with extension .vrm
- ScriptedImporter asset can be created
- Extracted textures from vrm will be a sub-asset of ScriptedImporter's asset(readonly)
- Extracted materials from vrm will be a sub-asset of ScriptedImporter's asset(readonly)
- Extracted meshes from vrm will be a sub-asset of ScriptedImporter's asset(readonly)
- Extracted blendshapes from vrm will be a sub-asset of ScriptedImporter's asset(readonly)
- Construct Prefab from extracted assets and make it as a sub-asset of ScriptedImporter's asset(readonly)
Only one asset is generated in the Assets folder.
- model.vrm
- model.vrm.meta
Extract
ScriptedImporter
asset cannot be modified with readonly state
To make it modifiable, select components you want to extract and click Extract
button in the Prefab's inspector window (same as Extract
in fbx importer)
Extract
is not required if there is no intention to modify it.