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UnityProject/.gitignore
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UnityProject/.gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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#
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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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# Asset meta data should only be ignored when the corresponding asset is also ignored
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<i><size=20> what
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did i do wrong...</size></i>
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||||
Submit an error to the QSB Github with the
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||||
reproduction steps please!
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<size=30>- Your humble servant, <color=magenta>_nebula</color></size>'
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Canvas:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8766783471207652418}
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fileFormatVersion: 2
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guid: 8a96f886e4fad144f8fb9a5e3c2712df
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName: conversation
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assetBundleVariant:
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: da6b5401ddcc31b4f86ac45f7b0f3784
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,15 +0,0 @@
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using UnityEditor;
|
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using System.IO;
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|
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public class CreateAssetBundles {
|
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[MenuItem("Assets/Build AssetBundles")]
|
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static void BuildAllAssetBundles () {
|
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string assetBundleDirectory = "../AssetBundles";
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if (!Directory.Exists(assetBundleDirectory)) {
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory,
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BuildAssetBundleOptions.None,
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BuildTarget.StandaloneWindows);
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: cc4391189d578fe4da7e00bdf6031562
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -1,308 +0,0 @@
|
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/*
|
||||
Based on ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu.
|
||||
|
||||
This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
|
||||
the appropriate menu item from "Custom->Export". Exported models are put in a folder called
|
||||
"ExportedObj" in the root of your Unity-project. Textures should also be copied and placed in the
|
||||
same folder.
|
||||
N.B. there may be a bug so if the custom option doesn't come up refer to this thread http://answers.unity3d.com/questions/317951/how-to-use-editorobjexporter-obj-saving-script-fro.html
|
||||
|
||||
Updated for Unity 5.3
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using System;
|
||||
|
||||
struct ObjMaterial
|
||||
{
|
||||
public string name;
|
||||
public string textureName;
|
||||
}
|
||||
|
||||
public class EditorObjExporter : ScriptableObject
|
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{
|
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private static int vertexOffset = 0;
|
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private static int normalOffset = 0;
|
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private static int uvOffset = 0;
|
||||
|
||||
|
||||
//User should probably be able to change this. It is currently left as an excercise for
|
||||
//the reader.
|
||||
private static string targetFolder = "ExportedObj";
|
||||
|
||||
|
||||
private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList) {
|
||||
Mesh m = mf.sharedMesh;
|
||||
Material mats = mf.GetComponent<MeshRenderer>().material;
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
sb.Append("g ").Append(mf.name).Append("\n");
|
||||
foreach (Vector3 lv in m.vertices) {
|
||||
Vector3 wv = mf.transform.TransformPoint(lv);
|
||||
|
||||
//This is sort of ugly - inverting x-component since we're in
|
||||
//a different coordinate system than "everyone" is "used to".
|
||||
sb.Append(string.Format("v {0} {1} {2}\n", -wv.x, wv.y, wv.z));
|
||||
}
|
||||
sb.Append("\n");
|
||||
|
||||
foreach (Vector3 lv in m.normals) {
|
||||
Vector3 wv = mf.transform.TransformDirection(lv);
|
||||
|
||||
sb.Append(string.Format("vn {0} {1} {2}\n", -wv.x, wv.y, wv.z));
|
||||
}
|
||||
sb.Append("\n");
|
||||
|
||||
foreach (Vector3 v in m.uv) {
|
||||
sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
|
||||
}
|
||||
|
||||
sb.Append("\n");
|
||||
sb.Append("usemtl ").Append(mats.name).Append("\n");
|
||||
sb.Append("usemap ").Append(mats.name).Append("\n");
|
||||
|
||||
//See if this material is already in the materiallist.
|
||||
try {
|
||||
ObjMaterial objMaterial = new ObjMaterial();
|
||||
|
||||
objMaterial.name = mats.name;
|
||||
|
||||
if (mats.mainTexture)
|
||||
objMaterial.textureName = AssetDatabase.GetAssetPath(mats.mainTexture);
|
||||
else
|
||||
objMaterial.textureName = null;
|
||||
|
||||
materialList.Add(objMaterial.name, objMaterial);
|
||||
} catch (ArgumentException) {
|
||||
//Already in the dictionary
|
||||
}
|
||||
|
||||
|
||||
int[] triangles = m.GetTriangles(0);
|
||||
for (int i = 0; i < triangles.Length; i += 3) {
|
||||
//Because we inverted the x-component, we also needed to alter the triangle winding.
|
||||
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
|
||||
triangles[i] + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
|
||||
}
|
||||
|
||||
vertexOffset += m.vertices.Length;
|
||||
normalOffset += m.normals.Length;
|
||||
uvOffset += m.uv.Length;
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
private static void Clear() {
|
||||
vertexOffset = 0;
|
||||
normalOffset = 0;
|
||||
uvOffset = 0;
|
||||
}
|
||||
|
||||
private static Dictionary<string, ObjMaterial> PrepareFileWrite() {
|
||||
Clear();
|
||||
|
||||
return new Dictionary<string, ObjMaterial>();
|
||||
}
|
||||
|
||||
private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename) {
|
||||
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".mtl")) {
|
||||
foreach (KeyValuePair<string, ObjMaterial> kvp in materialList) {
|
||||
sw.Write("\n");
|
||||
sw.Write("newmtl {0}\n", kvp.Key);
|
||||
sw.Write("Ka 0.6 0.6 0.6\n");
|
||||
sw.Write("Kd 0.6 0.6 0.6\n");
|
||||
sw.Write("Ks 0.9 0.9 0.9\n");
|
||||
sw.Write("d 1.0\n");
|
||||
sw.Write("Ns 0.0\n");
|
||||
sw.Write("illum 2\n");
|
||||
|
||||
if (kvp.Value.textureName != null) {
|
||||
string destinationFile = kvp.Value.textureName;
|
||||
|
||||
|
||||
int stripIndex = destinationFile.LastIndexOf(Path.PathSeparator);
|
||||
|
||||
if (stripIndex >= 0)
|
||||
destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
|
||||
|
||||
|
||||
string relativeFile = destinationFile;
|
||||
|
||||
destinationFile = folder + Path.PathSeparator + destinationFile;
|
||||
|
||||
Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
|
||||
|
||||
try {
|
||||
//Copy the source file
|
||||
File.Copy(kvp.Value.textureName, destinationFile);
|
||||
} catch {
|
||||
|
||||
}
|
||||
|
||||
|
||||
sw.Write("map_Kd {0}", relativeFile);
|
||||
}
|
||||
|
||||
sw.Write("\n\n\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void MeshToFile(MeshFilter mf, string folder, string filename) {
|
||||
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
|
||||
|
||||
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".obj")) {
|
||||
sw.Write("mtllib ./" + filename + ".mtl\n");
|
||||
|
||||
sw.Write(MeshToString(mf, materialList));
|
||||
}
|
||||
|
||||
MaterialsToFile(materialList, folder, filename);
|
||||
}
|
||||
|
||||
private static void MeshesToFile(MeshFilter[] mf, string folder, string filename) {
|
||||
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
|
||||
|
||||
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".obj")) {
|
||||
sw.Write("mtllib ./" + filename + ".mtl\n");
|
||||
|
||||
for (int i = 0; i < mf.Length; i++) {
|
||||
sw.Write(MeshToString(mf[i], materialList));
|
||||
}
|
||||
}
|
||||
|
||||
MaterialsToFile(materialList, folder, filename);
|
||||
}
|
||||
|
||||
private static bool CreateTargetFolder() {
|
||||
try {
|
||||
System.IO.Directory.CreateDirectory(targetFolder);
|
||||
} catch {
|
||||
EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("Custom/Export/Export all MeshFilters in selection to separate OBJs")]
|
||||
static void ExportSelectionToSeparate() {
|
||||
if (!CreateTargetFolder())
|
||||
return;
|
||||
|
||||
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
|
||||
|
||||
if (selection.Length == 0) {
|
||||
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
|
||||
return;
|
||||
}
|
||||
|
||||
int exportedObjects = 0;
|
||||
|
||||
for (int i = 0; i < selection.Length; i++) {
|
||||
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
|
||||
|
||||
for (int m = 0; m < meshfilter.Length; m++) {
|
||||
exportedObjects++;
|
||||
MeshToFile((MeshFilter)meshfilter[m], targetFolder, selection[i].name + "_" + i + "_" + m);
|
||||
}
|
||||
}
|
||||
|
||||
if (exportedObjects > 0)
|
||||
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
|
||||
else
|
||||
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
|
||||
}
|
||||
|
||||
[MenuItem("Custom/Export/Export whole selection to single OBJ")]
|
||||
static void ExportWholeSelectionToSingle() {
|
||||
if (!CreateTargetFolder())
|
||||
return;
|
||||
|
||||
|
||||
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
|
||||
|
||||
if (selection.Length == 0) {
|
||||
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
|
||||
return;
|
||||
}
|
||||
|
||||
int exportedObjects = 0;
|
||||
|
||||
ArrayList mfList = new ArrayList();
|
||||
|
||||
for (int i = 0; i < selection.Length; i++) {
|
||||
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
|
||||
|
||||
for (int m = 0; m < meshfilter.Length; m++) {
|
||||
exportedObjects++;
|
||||
mfList.Add(meshfilter[m]);
|
||||
}
|
||||
}
|
||||
|
||||
if (exportedObjects > 0) {
|
||||
MeshFilter[] mf = new MeshFilter[mfList.Count];
|
||||
|
||||
for (int i = 0; i < mfList.Count; i++) {
|
||||
mf[i] = (MeshFilter)mfList[i];
|
||||
}
|
||||
|
||||
string filename = EditorSceneManager.GetActiveScene().name + "_" + exportedObjects;
|
||||
|
||||
int stripIndex = filename.LastIndexOf(Path.PathSeparator);
|
||||
|
||||
if (stripIndex >= 0)
|
||||
filename = filename.Substring(stripIndex + 1).Trim();
|
||||
|
||||
MeshesToFile(mf, targetFolder, filename);
|
||||
|
||||
|
||||
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, "");
|
||||
} else
|
||||
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
|
||||
}
|
||||
|
||||
|
||||
|
||||
[MenuItem("Custom/Export/Export each selected to single OBJ")]
|
||||
static void ExportEachSelectionToSingle() {
|
||||
if (!CreateTargetFolder())
|
||||
return;
|
||||
|
||||
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
|
||||
|
||||
if (selection.Length == 0) {
|
||||
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
|
||||
return;
|
||||
}
|
||||
|
||||
int exportedObjects = 0;
|
||||
|
||||
|
||||
for (int i = 0; i < selection.Length; i++) {
|
||||
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
|
||||
|
||||
MeshFilter[] mf = new MeshFilter[meshfilter.Length];
|
||||
|
||||
for (int m = 0; m < meshfilter.Length; m++) {
|
||||
exportedObjects++;
|
||||
mf[m] = (MeshFilter)meshfilter[m];
|
||||
}
|
||||
|
||||
MeshesToFile(mf, targetFolder, selection[i].name + "_" + i);
|
||||
}
|
||||
|
||||
if (exportedObjects > 0) {
|
||||
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
|
||||
} else
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# QSB Helper Unity Project
|
||||
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This Unity project is mainly used for generating asset bundles to be imported by QSB at runtime. It is a Unity 2017.4 project, since that's the version used by Outer Wilds.
|
||||
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There's a "Build Assetbundles" option that generates the assetbundles in `UnityProject/Assets/AssetBundles`.
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Detailed instructions:
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* Create a new GameObject on the scene;
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* Select "Assets" -> "Build Assetbundles" from the top menu;
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* The new asset bundles will be generated in `QSB/AssetBundles`;
|
||||
* When you build QSB in Visual Studio, the asset bundle files will be copied to the mod folder.
|
Loading…
x
Reference in New Issue
Block a user