using System.IO; using UnityEditor; using UnityEngine; using UniGLTF; namespace VRM { public static class VRMImporterMenu { [MenuItem(VRMVersion.MENU + "/Import", priority = 1)] static void ImportMenu() { var path = EditorUtility.OpenFilePanel("open vrm", "", "vrm"); if (string.IsNullOrEmpty(path)) { return; } if (Application.isPlaying) { // load into scene var parser = new GltfParser(); parser.ParsePath(path); var context = new VRMImporterContext(parser); context.Load(); context.ShowMeshes(); context.EnableUpdateWhenOffscreen(); Selection.activeGameObject = context.Root; } else { if (path.StartsWithUnityAssetPath()) { Debug.LogWarningFormat("disallow import from folder under the Assets"); return; } var assetPath = EditorUtility.SaveFilePanel("save prefab", "Assets", Path.GetFileNameWithoutExtension(path), "prefab"); if (string.IsNullOrEmpty(path)) { return; } if (!assetPath.StartsWithUnityAssetPath()) { Debug.LogWarningFormat("out of asset path: {0}", assetPath); return; } // import as asset var prefabPath = UnityPath.FromUnityPath(assetPath); var parser = new GltfParser(); parser.ParseGlb(File.ReadAllBytes(path)); var context = new VRMImporterContext(parser); context.ExtractImages(prefabPath); EditorApplication.delayCall += () => { // // after textures imported // context.Load(); context.SaveAsAsset(prefabPath); context.EditorDestroyRoot(); }; } } } }