Add NDMF Mesh Compression instead of hardcoding guids
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12 changed files with 209 additions and 49 deletions
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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