To prevent the regeneration of material assets in Unity when using Spine, you can implement a custom AssetPostprocessor
to handle the assets as needed. This approach allows you to control the behavior of asset processing and avoid the automatic generation of new materials if they already exist.
Here's a basic example of how you can create a custom AssetPostprocessor
:
using UnityEditor;
using UnityEngine;
public class CustomSpineAssetPostprocessor : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string asset in importedAssets)
{
if (asset.EndsWith(".mat"))
{
// Check if the material already exists in the desired folder
string targetPath = "Assets/YourTargetFolder/" + System.IO.Path.GetFileName(asset);
if (System.IO.File.Exists(targetPath))
{
// If the material exists, move it to the desired folder
AssetDatabase.MoveAsset(asset, targetPath);
}
else
{
// If the material does not exist, you can handle it accordingly
// For example, you can delete the newly generated material
AssetDatabase.DeleteAsset(asset);
}
}
}
}
}
In this script:
- The
OnPostprocessAllAssets
method is overridden to handle the post-processing of assets. - It checks if the imported asset is a material (
.mat
file). - If the material already exists in the target folder, it moves the new material to the desired folder.
- If the material does not exist, it deletes the newly generated material to prevent duplication.
This way, you can ensure that materials are not regenerated unnecessarily and are organized according to your project's structure.
For more detailed control, you can expand this script to handle other asset types like textures and animator controllers similarly.