// =============================================================================================== // The MIT License (MIT) for UnityFBXExporter // // UnityFBXExporter was created for Building Crafter (http://u3d.as/ovC) a tool to rapidly // create high quality buildings right in Unity with no need to use 3D modeling programs. // // Copyright (c) 2016 | 8Bit Goose Games, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies // of the Software, and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE // OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // // =============================================================================================== using UnityEngine; using System.Text; using System.Collections.Generic; using System.IO; #if UNITY_EDITOR using UnityEditor; #endif using System.Linq; namespace UnityFBXExporter { public class FBXExporter { public static bool ExportGameObjToFBX(GameObject gameObj, string newPath, bool copyMaterials = false, bool copyTextures = false) { // Check to see if the extension is right if(newPath.Remove(0, newPath.LastIndexOf('.')) != ".fbx") { Debug.LogError("The end of the path wasn't \".fbx\""); return false; } if(copyMaterials) CopyComplexMaterialsToPath(gameObj, newPath, copyTextures); string buildMesh = MeshToString(gameObj, newPath, copyMaterials, copyTextures); if(System.IO.File.Exists(newPath)) System.IO.File.Delete(newPath); System.IO.File.WriteAllText(newPath, buildMesh); #if UNITY_EDITOR // Import the model properly so it looks for the material instead of by the texture name // TODO: By calling refresh, it imports the model with the wrong materials, but we can't find the model to import without // refreshing the database. A chicken and the egg issue AssetDatabase.Refresh(); string stringLocalPath = newPath.Remove(0, newPath.LastIndexOf("/Assets") + 1); ModelImporter modelImporter = ModelImporter.GetAtPath(stringLocalPath) as ModelImporter; if(modelImporter != null) { ModelImporterMaterialName modelImportOld = modelImporter.materialName; modelImporter.materialName = ModelImporterMaterialName.BasedOnMaterialName; #if UNITY_5_1 modelImporter.normalImportMode = ModelImporterTangentSpaceMode.Import; #else modelImporter.importNormals = ModelImporterNormals.Import; #endif if (copyMaterials == false) modelImporter.materialSearch = ModelImporterMaterialSearch.Everywhere; AssetDatabase.ImportAsset(stringLocalPath, ImportAssetOptions.ForceUpdate); } else { Debug.Log("Model Importer is null and can't import"); } AssetDatabase.Refresh(); #endif return true; } public static string VersionInformation { get { return "FBX Unity Export version 1.1.1 (Originally created for the Unity Asset, Building Crafter)"; } } public static long GetRandomFBXId() { return System.BitConverter.ToInt64(System.Guid.NewGuid().ToByteArray(), 0); } public static string MeshToString (GameObject gameObj, string newPath, bool copyMaterials = false, bool copyTextures = false) { StringBuilder sb = new StringBuilder(); StringBuilder objectProps = new StringBuilder(); objectProps.AppendLine("; Object properties"); objectProps.AppendLine(";------------------------------------------------------------------"); objectProps.AppendLine(""); objectProps.AppendLine("Objects: {"); StringBuilder objectConnections = new StringBuilder(); objectConnections.AppendLine("; Object connections"); objectConnections.AppendLine(";------------------------------------------------------------------"); objectConnections.AppendLine(""); objectConnections.AppendLine("Connections: {"); objectConnections.AppendLine("\t"); Material[] materials = new Material[0]; // First finds all unique materials and compiles them (and writes to the object connections) for funzies string materialsObjectSerialized = ""; string materialConnectionsSerialized = ""; FBXUnityMaterialGetter.GetAllMaterialsToString(gameObj, newPath, copyMaterials, copyTextures, out materials, out materialsObjectSerialized, out materialConnectionsSerialized); // Run recursive FBX Mesh grab over the entire gameobject FBXUnityMeshGetter.GetMeshToString(gameObj, materials, ref objectProps, ref objectConnections); // write the materials to the objectProps here. Should not do it in the above as it recursive. objectProps.Append(materialsObjectSerialized); objectConnections.Append(materialConnectionsSerialized); // Close up both builders; objectProps.AppendLine("}"); objectConnections.AppendLine("}"); // ========= Create header ======== // Intro sb.AppendLine("; FBX 7.3.0 project file"); sb.AppendLine("; Copyright (C) 1997-2010 Autodesk Inc. and/or its licensors."); sb.AppendLine("; All rights reserved."); sb.AppendLine("; ----------------------------------------------------"); sb.AppendLine(); // The header sb.AppendLine("FBXHeaderExtension: {"); sb.AppendLine("\tFBXHeaderVersion: 1003"); sb.AppendLine("\tFBXVersion: 7300"); // Creationg Date Stamp System.DateTime currentDate = System.DateTime.Now; sb.AppendLine("\tCreationTimeStamp: {"); sb.AppendLine("\t\tVersion: 1000"); sb.AppendLine("\t\tYear: " + currentDate.Year); sb.AppendLine("\t\tMonth: " + currentDate.Month); sb.AppendLine("\t\tDay: " + currentDate.Day); sb.AppendLine("\t\tHour: " + currentDate.Hour); sb.AppendLine("\t\tMinute: " + currentDate.Minute); sb.AppendLine("\t\tSecond: " + currentDate.Second); sb.AppendLine("\t\tMillisecond: " + currentDate.Millisecond); sb.AppendLine("\t}"); // Info on the Creator sb.AppendLine("\tCreator: \"" + VersionInformation + "\""); sb.AppendLine("\tSceneInfo: \"SceneInfo::GlobalInfo\", \"UserData\" {"); sb.AppendLine("\t\tType: \"UserData\""); sb.AppendLine("\t\tVersion: 100"); sb.AppendLine("\t\tMetaData: {"); sb.AppendLine("\t\t\tVersion: 100"); sb.AppendLine("\t\t\tTitle: \"\""); sb.AppendLine("\t\t\tSubject: \"\""); sb.AppendLine("\t\t\tAuthor: \"\""); sb.AppendLine("\t\t\tKeywords: \"\""); sb.AppendLine("\t\t\tRevision: \"\""); sb.AppendLine("\t\t\tComment: \"\""); sb.AppendLine("\t\t}"); sb.AppendLine("\t\tProperties70: {"); // Information on how this item was originally generated string documentInfoPaths = Application.dataPath + newPath + ".fbx"; sb.AppendLine("\t\t\tP: \"DocumentUrl\", \"KString\", \"Url\", \"\", \"" + documentInfoPaths + "\""); sb.AppendLine("\t\t\tP: \"SrcDocumentUrl\", \"KString\", \"Url\", \"\", \"" + documentInfoPaths + "\""); sb.AppendLine("\t\t\tP: \"Original\", \"Compound\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|ApplicationVendor\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|ApplicationName\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|ApplicationVersion\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|DateTime_GMT\", \"DateTime\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|FileName\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved\", \"Compound\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|ApplicationVendor\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|ApplicationName\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|ApplicationVersion\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|DateTime_GMT\", \"DateTime\", \"\", \"\", \"\""); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); sb.AppendLine("}"); // The Global information sb.AppendLine("GlobalSettings: {"); sb.AppendLine("\tVersion: 1000"); sb.AppendLine("\tProperties70: {"); sb.AppendLine("\t\tP: \"UpAxis\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"UpAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"FrontAxis\", \"int\", \"Integer\", \"\",2"); sb.AppendLine("\t\tP: \"FrontAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"CoordAxis\", \"int\", \"Integer\", \"\",0"); sb.AppendLine("\t\tP: \"CoordAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"OriginalUpAxis\", \"int\", \"Integer\", \"\",-1"); sb.AppendLine("\t\tP: \"OriginalUpAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"UnitScaleFactor\", \"double\", \"Number\", \"\",100"); // NOTE: This sets the resize scale upon import sb.AppendLine("\t\tP: \"OriginalUnitScaleFactor\", \"double\", \"Number\", \"\",100"); sb.AppendLine("\t\tP: \"AmbientColor\", \"ColorRGB\", \"Color\", \"\",0,0,0"); sb.AppendLine("\t\tP: \"DefaultCamera\", \"KString\", \"\", \"\", \"Producer Perspective\""); sb.AppendLine("\t\tP: \"TimeMode\", \"enum\", \"\", \"\",11"); sb.AppendLine("\t\tP: \"TimeSpanStart\", \"KTime\", \"Time\", \"\",0"); sb.AppendLine("\t\tP: \"TimeSpanStop\", \"KTime\", \"Time\", \"\",479181389250"); sb.AppendLine("\t\tP: \"CustomFrameRate\", \"double\", \"Number\", \"\",-1"); sb.AppendLine("\t}"); sb.AppendLine("}"); // The Object definations sb.AppendLine("; Object definitions"); sb.AppendLine(";------------------------------------------------------------------"); sb.AppendLine(""); sb.AppendLine("Definitions: {"); sb.AppendLine("\tVersion: 100"); sb.AppendLine("\tCount: 4"); sb.AppendLine("\tObjectType: \"GlobalSettings\" {"); sb.AppendLine("\t\tCount: 1"); sb.AppendLine("\t}"); sb.AppendLine("\tObjectType: \"Model\" {"); sb.AppendLine("\t\tCount: 1"); // TODO figure out if this count matters sb.AppendLine("\t\tPropertyTemplate: \"FbxNode\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"QuaternionInterpolate\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationOffset\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ScalingOffset\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ScalingPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TranslationActive\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TranslationMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TranslationMinX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMinY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMinZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMaxX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMaxY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMaxZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationOrder\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationSpaceForLimitOnly\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationStiffnessX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationStiffnessY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationStiffnessZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"AxisLen\", \"double\", \"Number\", \"\",10"); sb.AppendLine("\t\t\t\tP: \"PreRotation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"PostRotation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationActive\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationMinX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMinY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMinZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMaxX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMaxY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMaxZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingActive\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"ScalingMinX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMinY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMinZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMaxX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMaxY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMaxZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"GeometricTranslation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"GeometricRotation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"GeometricScaling\", \"Vector3D\", \"Vector\", \"\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"MinDampRangeX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampRangeY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampRangeZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampRangeX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampRangeY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampRangeZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampStrengthX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampStrengthY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampStrengthZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampStrengthX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampStrengthY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampStrengthZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PreferedAngleX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PreferedAngleY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PreferedAngleZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"LookAtProperty\", \"object\", \"\", \"\""); sb.AppendLine("\t\t\t\tP: \"UpVectorProperty\", \"object\", \"\", \"\""); sb.AppendLine("\t\t\t\tP: \"Show\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"NegativePercentShapeSupport\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",-1"); sb.AppendLine("\t\t\t\tP: \"Freeze\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"LODBox\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"Visibility\", \"Visibility\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"Visibility Inheritance\", \"Visibility Inheritance\", \"\", \"\",1"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); // The geometry, this is IMPORTANT sb.AppendLine("\tObjectType: \"Geometry\" {"); sb.AppendLine("\t\tCount: 1"); // TODO - this must be set by the number of items being placed. sb.AppendLine("\t\tPropertyTemplate: \"FbxMesh\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",0.8,0.8,0.8"); sb.AppendLine("\t\t\t\tP: \"BBoxMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"BBoxMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Primary Visibility\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"Casts Shadows\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"Receive Shadows\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); // The materials that are being placed. Has to be simple I think sb.AppendLine("\tObjectType: \"Material\" {"); sb.AppendLine("\t\tCount: 1"); sb.AppendLine("\t\tPropertyTemplate: \"FbxSurfacePhong\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"ShadingModel\", \"KString\", \"\", \"\", \"Phong\""); sb.AppendLine("\t\t\t\tP: \"MultiLayer\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"EmissiveColor\", \"Color\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"EmissiveFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"AmbientColor\", \"Color\", \"\", \"A\",0.2,0.2,0.2"); sb.AppendLine("\t\t\t\tP: \"AmbientFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"DiffuseColor\", \"Color\", \"\", \"A\",0.8,0.8,0.8"); sb.AppendLine("\t\t\t\tP: \"DiffuseFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"Bump\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"NormalMap\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"BumpFactor\", \"double\", \"Number\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TransparencyFactor\", \"Number\", \"\", \"A\",0"); sb.AppendLine("\t\t\t\tP: \"DisplacementColor\", \"ColorRGB\", \"Color\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"DisplacementFactor\", \"double\", \"Number\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"VectorDisplacementColor\", \"ColorRGB\", \"Color\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"VectorDisplacementFactor\", \"double\", \"Number\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"SpecularColor\", \"Color\", \"\", \"A\",0.2,0.2,0.2"); sb.AppendLine("\t\t\t\tP: \"SpecularFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"ShininessExponent\", \"Number\", \"\", \"A\",20"); sb.AppendLine("\t\t\t\tP: \"ReflectionColor\", \"Color\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ReflectionFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); // Explanation of how textures work sb.AppendLine("\tObjectType: \"Texture\" {"); sb.AppendLine("\t\tCount: 2"); // TODO - figure out if this texture number is important sb.AppendLine("\t\tPropertyTemplate: \"FbxFileTexture\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"TextureTypeUse\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"Texture alpha\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"CurrentMappingType\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"WrapModeU\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"WrapModeV\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"UVSwap\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PremultiplyAlpha\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"Translation\", \"Vector\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Rotation\", \"Vector\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Scaling\", \"Vector\", \"\", \"A\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"TextureRotationPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TextureScalingPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"CurrentTextureBlendMode\", \"enum\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"UVSet\", \"KString\", \"\", \"\", \"default\""); sb.AppendLine("\t\t\t\tP: \"UseMaterial\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"UseMipMap\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); sb.AppendLine("}"); sb.AppendLine(""); sb.Append(objectProps.ToString()); sb.Append(objectConnections.ToString()); return sb.ToString(); } public static void CopyComplexMaterialsToPath(GameObject gameObj, string path, bool copyTextures, string texturesFolder = "/Textures", string materialsFolder = "/Materials") { #if UNITY_EDITOR int folderIndex = path.LastIndexOf('/'); path = path.Remove(folderIndex, path.Length - folderIndex); // 1. First create the directories that are needed string texturesPath = path + texturesFolder; string materialsPath = path + materialsFolder; if(Directory.Exists(path) == false) Directory.CreateDirectory(path); if(Directory.Exists(materialsPath) == false) Directory.CreateDirectory(materialsPath); // 2. Copy every distinct Material into the Materials folder //@cartzhang modify.As meshrender and skinnedrender is same level in inherit relation shape. // if not check,skinned render ,may lost some materials. Renderer[] meshRenderers = gameObj.GetComponentsInChildren(); List everyMaterial = new List(); for(int i = 0; i < meshRenderers.Length; i++) { for(int n = 0; n < meshRenderers[i].sharedMaterials.Length; n++) { everyMaterial.Add(meshRenderers[i].sharedMaterials[n]); } //Debug.Log(meshRenderers[i].gameObject.name); } Dictionary materialMapping = new Dictionary(); foreach (Material material in everyMaterial) { if (materialMapping.ContainsKey(material.name)) { continue; } else { materialMapping.Add(material.name, material); } } Material[] everyDistinctMaterial = materialMapping.Values.ToArray(); everyDistinctMaterial = everyDistinctMaterial.OrderBy(o => o.name).ToArray(); List everyMaterialName = new List(); // Structure of materials naming, is used when packaging up the package // PARENTNAME_ORIGINALMATNAME.mat for(int i = 0; i < everyDistinctMaterial.Length; i++) { string newName = gameObj.name + "_" + everyDistinctMaterial[i].name; string fullPath = materialsPath + "/" + newName + ".mat"; if(File.Exists(fullPath)) File.Delete(fullPath); if(CopyAndRenameAsset(everyDistinctMaterial[i], newName, materialsPath)) everyMaterialName.Add(newName); } // 3. Go through newly moved materials and copy every texture and update the material AssetDatabase.Refresh(); List allNewMaterials = new List(); for (int i = 0; i < everyMaterialName.Count; i++) { string assetPath = materialsPath; if(assetPath[assetPath.Length - 1] != '/') assetPath += "/"; assetPath += everyMaterialName[i] + ".mat"; Material sourceMat = (Material)AssetDatabase.LoadAssetAtPath(assetPath, typeof(Material)); if(sourceMat != null) allNewMaterials.Add(sourceMat); } // Get all the textures from the mesh renderer if(copyTextures) { if(Directory.Exists(texturesPath) == false) Directory.CreateDirectory(texturesPath); AssetDatabase.Refresh(); for(int i = 0; i < allNewMaterials.Count; i++) { allNewMaterials[i] = CopyTexturesAndAssignCopiesToMaterial(allNewMaterials[i], texturesPath); } } AssetDatabase.Refresh(); #endif } public static bool CopyAndRenameAsset(Object obj, string newName, string newFolderPath) { #if UNITY_EDITOR string path = newFolderPath; if(path[path.Length - 1] != '/') path += "/"; string assetPath = AssetDatabase.GetAssetPath(obj); string extension = Path.GetExtension(assetPath); string newFileName = path + newName + extension; if(File.Exists(newFileName)) return false; return AssetDatabase.CopyAsset(assetPath, newFileName); #else return false; #endif } /// /// Strips the full path of a file /// /// The file name. /// Path. private static string GetFileName(string path) { string fileName = path.ToString(); fileName = fileName.Remove(0, fileName.LastIndexOf('/') + 1); return fileName; } private static Material CopyTexturesAndAssignCopiesToMaterial(Material material, string newPath) { if(material.shader.name == "Standard" || material.shader.name == "Standard (Specular setup)") { GetTextureUpdateMaterialWithPath(material, "_MainTex", newPath); if(material.shader.name == "Standard") GetTextureUpdateMaterialWithPath(material, "_MetallicGlossMap", newPath); if(material.shader.name == "Standard (Specular setup)") GetTextureUpdateMaterialWithPath(material, "_SpecGlossMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_ParallaxMap", newPath); GetTextureUpdateMaterialWithPath(material, "_OcclusionMap", newPath); GetTextureUpdateMaterialWithPath(material, "_EmissionMap", newPath); GetTextureUpdateMaterialWithPath(material, "_DetailMask", newPath); GetTextureUpdateMaterialWithPath(material, "_DetailAlbedoMap", newPath); GetTextureUpdateMaterialWithPath(material, "_DetailNormalMap", newPath); } else Debug.LogError("WARNING: " + material.name + " is not a physically based shader, may not export to package correctly"); return material; } /// /// Copies and renames the texture and assigns it to the material provided. /// NAME FORMAT: Material.name + textureShaderName /// /// Material. /// Texture shader name. /// New path. private static void GetTextureUpdateMaterialWithPath(Material material, string textureShaderName, string newPath) { Texture textureInQ = material.GetTexture(textureShaderName); if(textureInQ != null) { string name = material.name + textureShaderName; Texture newTexture = (Texture)CopyAndRenameAssetReturnObject(textureInQ, name, newPath); if(newTexture != null) material.SetTexture(textureShaderName, newTexture); } } public static Object CopyAndRenameAssetReturnObject(Object obj, string newName, string newFolderPath) { #if UNITY_EDITOR string path = newFolderPath; if(path[path.Length - 1] != '/') path += "/"; string testPath = path.Remove(path.Length - 1); if(System.IO.Directory.Exists(testPath) == false) { Debug.LogError("This folder does not exist " + testPath); return null; } string assetPath = AssetDatabase.GetAssetPath(obj); string fileName = GetFileName(assetPath); string extension = fileName.Remove(0, fileName.LastIndexOf('.')); string newFullPathName = path + newName + extension; if(AssetDatabase.CopyAsset(assetPath, newFullPathName) == false) return null; AssetDatabase.Refresh(); return AssetDatabase.LoadAssetAtPath(newFullPathName, typeof(Texture)); #else return null; #endif } } }