Add NDMF Mesh Compression instead of hardcoding guids
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parent
18a72e2fda
commit
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12 changed files with 209 additions and 49 deletions
8
MeshCompression.meta
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8
MeshCompression.meta
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fileFormatVersion: 2
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guid: 1bb9c70d80eb84342b345f18f6d0a4c8
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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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8
MeshCompression/Editor.meta
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8
MeshCompression/Editor.meta
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fileFormatVersion: 2
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guid: 2b9a0244082348f4aa600e7977c4538c
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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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20
MeshCompression/Editor/MeshCompressionEditor.asmdef
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20
MeshCompression/Editor/MeshCompressionEditor.asmdef
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{
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"name": "MeshCompressionEditor",
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"rootNamespace": "",
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"references": [
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"GUID:23e6cebda363f004aa6e529a95f8a6fc",
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"GUID:62ced99b048af7f4d8dfe4bed8373d76",
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"GUID:5718fb738711cd34ea54e9553040911d"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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7
MeshCompression/Editor/MeshCompressionEditor.asmdef.meta
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7
MeshCompression/Editor/MeshCompressionEditor.asmdef.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: e8cce0e980fea4544b91461e9f255a9e
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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94
MeshCompression/Editor/MeshCompressionPlugin.cs
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94
MeshCompression/Editor/MeshCompressionPlugin.cs
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using gay.lilyy.MeshCompression;
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using nadena.dev.ndmf;
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using UnityEditor;
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using UnityEngine;
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[assembly: ExportsPlugin(typeof(MeshCompressionPlugin))]
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namespace gay.lilyy.MeshCompression
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{
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public class MeshCompressionPlugin : Plugin<MeshCompressionPlugin>
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{
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public override string DisplayName => "MeshCompression";
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public override string QualifiedName => "gay.lilyy.MeshCompression";
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public static ModelImporterMeshCompression GetCompression(RuntimeModelImporterMeshCompression compression)
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{
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return compression switch
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{
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RuntimeModelImporterMeshCompression.Off => ModelImporterMeshCompression.Off,
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RuntimeModelImporterMeshCompression.Low => ModelImporterMeshCompression.Low,
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RuntimeModelImporterMeshCompression.Medium => ModelImporterMeshCompression.Medium,
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RuntimeModelImporterMeshCompression.High => ModelImporterMeshCompression.High,
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_ => ModelImporterMeshCompression.Off
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};
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}
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protected override void Configure()
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{
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InPhase(BuildPhase.Optimizing)
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.Run("Set Mesh Compression", ctx =>
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{
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var defaultConfig = ctx.AvatarRootObject.GetComponent<MeshCompressionConfig>();
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var renderers = ctx.AvatarRootObject.GetComponentsInChildren<Renderer>(true);
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foreach (var renderer in renderers)
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{
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Mesh mesh = null;
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if (renderer is SkinnedMeshRenderer skinnedRenderer)
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{
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mesh = skinnedRenderer.sharedMesh;
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}
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else if (renderer is MeshRenderer meshRenderer)
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{
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var filter = meshRenderer.GetComponent<MeshFilter>();
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if (filter != null)
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{
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mesh = filter.sharedMesh;
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}
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}
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if (mesh == null) continue;
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var path = AssetDatabase.GetAssetPath(mesh);
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if (string.IsNullOrEmpty(path) || !path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase))
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continue;
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var importer = AssetImporter.GetAtPath(path) as ModelImporter;
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if (importer == null) continue;
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var localConfig = renderer.GetComponent<MeshCompressionConfig>();
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var effectiveConfig = localConfig != null ? localConfig : defaultConfig;
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if (effectiveConfig == null) continue;
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var targetCompression = GetTargetCompression(effectiveConfig);
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var unityCompression = GetCompression(targetCompression);
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if (importer.meshCompression != unityCompression)
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{
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importer.meshCompression = unityCompression;
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importer.SaveAndReimport();
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Debug.Log($"[NDMF] Set mesh compression to {unityCompression} for {path}");
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}
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else
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{
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Debug.Log($"[NDMF] Mesh compression already set to {unityCompression} for {path}");
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}
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}
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});
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}
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private static RuntimeModelImporterMeshCompression GetTargetCompression(MeshCompressionConfig settings)
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{
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var target = EditorUserBuildSettings.activeBuildTarget;
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return target switch
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{
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BuildTarget.StandaloneWindows => settings.windowsCompression,
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BuildTarget.StandaloneWindows64 => settings.windowsCompression,
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BuildTarget.Android => settings.androidCompression,
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_ => RuntimeModelImporterMeshCompression.Off
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};
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}
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: b3c950d938135a142a8c4a2a25093d10
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guid: 49db9d5daf4107849999cae2dee12761
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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8
MeshCompression/Runtime.meta
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8
MeshCompression/Runtime.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 74eb71d4a11c0b347ae6b1cea9e00824
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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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31
MeshCompression/Runtime/MeshCompression.cs
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31
MeshCompression/Runtime/MeshCompression.cs
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using UnityEngine;
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public enum RuntimeModelImporterMeshCompression
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{
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//
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// Summary:
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// No mesh compression (default).
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Off,
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//
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// Summary:
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// Low amount of mesh compression.
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Low,
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//
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// Summary:
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// Medium amount of mesh compression.
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Medium,
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//
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// Summary:
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// High amount of mesh compression.
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High
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}
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namespace gay.lilyy.MeshCompression
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{
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public class MeshCompressionConfig : MonoBehaviour, VRC.SDKBase.IEditorOnly
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{
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public RuntimeModelImporterMeshCompression windowsCompression = RuntimeModelImporterMeshCompression.Off;
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public RuntimeModelImporterMeshCompression androidCompression = RuntimeModelImporterMeshCompression.Medium;
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}
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}
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11
MeshCompression/Runtime/MeshCompression.cs.meta
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11
MeshCompression/Runtime/MeshCompression.cs.meta
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fileFormatVersion: 2
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guid: e1f9481ca8d556f4da72ba66181e3b73
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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:
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14
MeshCompression/Runtime/MeshCompressionRuntime.asmdef
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14
MeshCompression/Runtime/MeshCompressionRuntime.asmdef
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{
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"name": "MeshCompressionRuntime",
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"rootNamespace": "",
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"references": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 23e6cebda363f004aa6e529a95f8a6fc
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,48 +0,0 @@
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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[InitializeOnLoad]
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public class PlatformMeshCompression : AssetPostprocessor
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{
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// Map GUIDs to compression settings: (PC, Android)
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static readonly Dictionary<string, (ModelImporterMeshCompression pc, ModelImporterMeshCompression android)> compressionMap
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= new Dictionary<string, (ModelImporterMeshCompression, ModelImporterMeshCompression)>
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{
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{ "e82fc872936dfa44a8653aab54da1bba", (ModelImporterMeshCompression.Off, ModelImporterMeshCompression.Medium) },
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};
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static PlatformMeshCompression()
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{
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EditorApplication.delayCall += ReimportMappedAssets;
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}
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static void ReimportMappedAssets()
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{
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foreach (var guid in compressionMap.Keys)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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if (!string.IsNullOrEmpty(path))
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{
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AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
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}
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}
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}
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void OnPreprocessModel()
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{
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var modelImporter = (ModelImporter)assetImporter;
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string guid = AssetDatabase.AssetPathToGUID(assetPath);
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if (compressionMap.TryGetValue(guid, out var compressions))
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{
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#if UNITY_ANDROID
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modelImporter.meshCompression = compressions.android;
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#else
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modelImporter.meshCompression = compressions.pc;
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#endif
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}
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}
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}
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#endif
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