#if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using System.IO; using System.Text; using UnityEditor; using UnityEngine; public class AutoOptimizeAssetes : UnityEditor.AssetPostprocessor { /// <summary> /// 音频资源导入完成之前调用 /// </summary> private void OnPreprocessAudio() { AudioImporter _importer = (AudioImporter)assetImporter; _importer.preloadAudioData = true; _importer.forceToMono = true; } /// <summary> /// 从模型(.fbx,.mb文件等)导入动画之前调用 /// </summary> private void OnPreprocessAnimation() { ModelImporter _importer = (ModelImporter)assetImporter; } /// <summary> /// 模型导入之前调用 /// </summary> private void OnPreprocessModel() { ModelImporter _importer = (ModelImporter)assetImporter; } /// <summary> /// 音频资源导入完成之后调用 /// </summary> /// <param name="clip"></param> private void OnPostprocessAudio(AudioClip clip) { AudioImporter _importer = (AudioImporter)assetImporter; } /// <summary> /// 模型导入完成之后调用 /// </summary> /// <param name="g"></param> private void OnPostprocessModel(GameObject g) { Debug.Log("导入模型:" + g.name); } /// <summary> /// 精灵的纹理导入完成之后调用 /// </summary> /// <param name="texture"></param> /// <param name="sprites"></param> private void OnPostprocessSprites(Texture2D texture, Sprite[] sprites) { Debug.Log("导入纹理:" + texture.name); } } #endif
标签:调用,void,importer,private,unity,导入,自动,using,优化 From: https://www.cnblogs.com/lichuangblog/p/18497678