Overwrite existing asset import settings

Issue #17 resolved
thomas231 created an issue

We have several assets that do not go into an asset bundle. For those, we have a dedicated build script to set the correct import settings like sprite atlas tags. it would be great if ABHT could also be used to handle this task. We would just need a way to overwrite the meta files for assets in the projects. Currently, we can only create new assets.

Comments (4)

  1. Hiroki Omae

    You can already do this by creating dedicated Loader and ImportSetting node for this purpose, and pass those assets you wish to overwrite import settings to it, and just do not use the output of ImportSetting any further.

    On version 1.2 ABGT will support multiple graphs, which will make easy to use ABGT for creating pipelines of general automation purposes.

  2. Hiroki Omae

    Multiple graph support just landed onto dev branch. You can now create graph with just Loader and ImportSetting to do these works, aside from asset bundle configuration.

    https://trello.com/c/xTT1zTyQ/135-multiple-graph-support

    AssetBundleGraphUtility is added to execute specific graph from script. You can create graph to do your work and add small code to call it from menu just like this:

        [UnityEditor.MenuItem("TestMenu/Force Import Settings")]
        public static void ForceImportSettings() {
            UnityEngine.AssetBundles.GraphTool.AssetBundleGraphUtility.ExecuteGraph("Assets/ForceImportSetting.asset");
        }
    
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