通过创建继承AssetPostprocessor的C#脚本,监听FBX导入事件并自动修改导入设置,可实现高效自动化处理。首先在Editor文件夹下创建FBXPostprocessor脚本,重写OnPreprocessModel方法,通过assetPath判断文件路径是否位于指定FBX文件夹内,推荐使用System.IO.Path.GetDirectoryName(assetPath).StartsWith避免误判。若路径匹配,则获取ModelImporter实例并调整其属性,如禁用材质导入、设置动画类型或缩放。为避免硬编码,可创建FBXImportSettings ScriptableObject,在Inspector中配置导入参数,并在Postprocessor中引用该实例应用设置。支持多个FBX文件夹时,可定义FolderSettingsPair列表,在Inspector中为不同路径分配独立设置。此外,通过实现OnPostprocessModel方法,可在模型导入后自动创建Prefab,使用Path.GetFileNameWithoutExtension生成Prefab名称,并通过PrefabUtility.SaveAsPrefabAsset保存至指定目录。此方案实现路径判断精准、配置灵活、支持嵌套文件夹与多规则管理,显著提升资源导入效率与项目可维护性。

给FBX文件夹脚本,本质上是为了自动化处理导入Unity的FBX文件,提高工作效率。核心在于监听文件导入事件,然后根据预设规则修改FBX的导入设置。
解决方案:
创建Editor脚本: 在Unity项目的
Editor
FBXPostprocessor.cs
继承AssetPostprocessor: 让脚本继承
AssetPostprocessor
实现OnPreprocessModel: 重写
OnPreprocessModel
ModelImporter
路径判断: 在
OnPreprocessModel
assetPath
assetPath.StartsWith("Assets/YourFBXFolder/")修改ModelImporter属性: 如果资源路径符合条件,就可以修改
ModelImporter
importMaterials = false
animationType = ModelImporterAnimationType.Generic
保存设置: Unity会自动保存你对
ModelImporter
示例代码:
using UnityEditor;
using UnityEngine;
public class FBXPostprocessor : AssetPostprocessor
{
void OnPreprocessModel()
{
string assetPath = assetPath;
if (assetPath.StartsWith("Assets/FBX_Models/")) // 替换为你的FBX文件夹路径
{
ModelImporter modelImporter = (ModelImporter)assetImporter;
modelImporter.importMaterials = false; // 禁止导入材质
modelImporter.animationType = ModelImporterAnimationType.Generic; // 设置动画类型为Generic
modelImporter.globalScale = 0.01f; //设置缩放
// 可以添加更多自定义设置
Debug.Log("Processing FBX: " + assetPath);
}
}
}如果FBX文件夹下还有子文件夹,简单地使用
StartsWith
assetPath.Contains("Assets/FBX_Models/")System.IO.Path.GetDirectoryName(assetPath).StartsWith("Assets/FBX_Models/")硬编码在大型项目中难以维护。可以创建一个ScriptableObject来存储FBX导入设置,然后在
FBXPostprocessor
创建ScriptableObject: 创建一个C#脚本,例如
FBXImportSettings.cs
ScriptableObject
importMaterials
animationType
创建ScriptableObject实例: 在Unity编辑器中,右键点击Project窗口,选择Create -> FBX Import Settings。创建一个ScriptableObject实例。
在FBXPostprocessor中引用: 在
FBXPostprocessor
FBXImportSettings
[SerializeField]
读取配置: 在
OnPreprocessModel
FBXImportSettings
ModelImporter
示例代码:
// FBXImportSettings.cs
using UnityEngine;
[CreateAssetMenu(fileName = "FBXImportSettings", menuName = "FBX/Import Settings")]
public class FBXImportSettings : ScriptableObject
{
public bool importMaterials = false;
public ModelImporterAnimationType animationType = ModelImporterAnimationType.Generic;
public float globalScale = 1.0f;
}
// FBXPostprocessor.cs
using UnityEditor;
using UnityEngine;
public class FBXPostprocessor : AssetPostprocessor
{
[SerializeField]
public FBXImportSettings importSettings;
void OnPreprocessModel()
{
string assetPath = assetPath;
if (assetPath.StartsWith("Assets/FBX_Models/")) // 替换为你的FBX文件夹路径
{
ModelImporter modelImporter = (ModelImporter)assetImporter;
if (importSettings != null)
{
modelImporter.importMaterials = importSettings.importMaterials;
modelImporter.animationType = importSettings.animationType;
modelImporter.globalScale = importSettings.globalScale;
}
Debug.Log("Processing FBX: " + assetPath);
}
}
}FBXPostprocessor.cs
FBXImportSettings
Import Settings
AssetPostprocessor
OnPostprocessModel
实现OnPostprocessModel: 重写
OnPostprocessModel
创建Prefab: 在
OnPostprocessModel
PrefabUtility.SaveAsPrefabAsset
命名Prefab: 可以使用
System.IO.Path.GetFileNameWithoutExtension(assetPath)
示例代码:
using UnityEditor;
using UnityEngine;
using System.IO;
public class FBXPostprocessor : AssetPostprocessor
{
[SerializeField]
public FBXImportSettings importSettings;
void OnPreprocessModel()
{
string assetPath = assetPath;
if (assetPath.StartsWith("Assets/FBX_Models/")) // 替换为你的FBX文件夹路径
{
ModelImporter modelImporter = (ModelImporter)assetImporter;
if (importSettings != null)
{
modelImporter.importMaterials = importSettings.importMaterials;
modelImporter.animationType = importSettings.animationType;
modelImporter.globalScale = importSettings.globalScale;
}
Debug.Log("Processing FBX: " + assetPath);
}
}
void OnPostprocessModel(GameObject go)
{
string assetPath = assetPath;
if (assetPath.StartsWith("Assets/FBX_Models/"))
{
string prefabPath = "Assets/Prefabs/" + Path.GetFileNameWithoutExtension(assetPath) + ".prefab";
PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
Debug.Log("Created prefab: " + prefabPath);
}
}
}需要注意的是,你需要确保
Assets/Prefabs
可以使用多个
FBXImportSettings
FBXPostprocessor
Dictionary<string, FBXImportSettings>
创建Dictionary: 在
FBXPostprocessor
Dictionary<string, FBXImportSettings>
[SerializeField]
配置Dictionary: 在Inspector窗口中,为每个FBX文件夹添加一个键值对,键为文件夹路径,值为对应的
FBXImportSettings
选择设置: 在
OnPreprocessModel
FBXImportSettings
示例代码:
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
public class FBXPostprocessor : AssetPostprocessor
{
[SerializeField]
public List<FolderSettingsPair> folderSettingsPairs = new List<FolderSettingsPair>();
[System.Serializable]
public class FolderSettingsPair
{
public string folderPath;
public FBXImportSettings importSettings;
}
void OnPreprocessModel()
{
string assetPath = assetPath;
foreach (var pair in folderSettingsPairs)
{
if (assetPath.StartsWith(pair.folderPath))
{
ModelImporter modelImporter = (ModelImporter)assetImporter;
if (pair.importSettings != null)
{
modelImporter.importMaterials = pair.importSettings.importMaterials;
modelImporter.animationType = pair.importSettings.animationType;
modelImporter.globalScale = pair.importSettings.globalScale;
}
Debug.Log("Processing FBX: " + assetPath + " with settings for " + pair.folderPath);
return; // 找到匹配的设置后,退出循环
}
}
}
void OnPostprocessModel(GameObject go)
{
string assetPath = assetPath;
foreach (var pair in folderSettingsPairs)
{
if (assetPath.StartsWith(pair.folderPath))
{
string prefabPath = "Assets/Prefabs/" + System.IO.Path.GetFileNameWithoutExtension(assetPath) + ".prefab";
PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
Debug.Log("Created prefab: " + prefabPath);
return;
}
}
}
}这个方案允许你为每个FBX文件夹配置不同的导入设置,并自动创建Prefab。通过ScriptableObject,你可以方便地在Inspector窗口中修改设置,而无需修改代码。记住,自动化脚本的目的是为了提高效率,减少重复劳动。
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