Comments (9)
Ideally the solution would also allow users on one project to share their settings better. Using PlayerPrefs (PR #8) is an improvement over EditorPrefs, since it won't share the settings across projects, but it doesn't allow multiple users to share settings.
I think the only fix is to put the settings in a file that is stored in source control. I've seen several good assets such as DoTween just use a ScriptableObject in the Resources folder, which is the fix I'm working on atm for my team.
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Good question - My main reason for using "Assets/Resources/AnimationImporter/" is to keep the tool from breaking if users want to move AnimationImporter to a different folder (e.g. "Assets/CustomAssets/AnimationImporter"). If you specify the whole path to the settings ("Assets/AnimationImporter/AnimationImporterData.asset"), and they move the tool, it won't know where to find the new settings.
Resources is nice because it's probably a folder that exists already for users, and it seems like a fairly common convention for custom tools. You also specify the path to the Resources file relative to the Resources directory, which means in theory we could store the settings at "Assets/AnimationImporter/Resources/AnimationImporterData.asset", but we'd have to be sure to generate / load it from the correct directory in the first place. I think once it's generated, it might even work to move it (provided you move it somewhere inside a Resources folder).
I would love to hear other ideas for location though, if you have any.
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Almost finished this up. I now just need to make sure I use PlayerPrefs instead of EditorPrefs, where it makes sense.
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Merged with commit f66743b
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I am currently working on this fix for my team as well. I'm using a scriptable object, and right now I'm just using it to store the non-looping clips. Will submit a PR when I'm done, probably this week.
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@edwardrowe you're right I think too that it would be better to have this settings stored in the project source and being able to be tracked by the control version system.
Meanwhile that solution get applied this is a good workaround.
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A custom asset (Scriptable Object) seems to be a good solution so the settings get tracked by the version control system.
Do you see any reason why it should be in the Resources Folder and not somewhere else?
from animationimporter.
Nah, that's a good explanation. Maybe Unity should have designated a typical folder for this, but as it is Resources seems to be the convention and those few bytes included in a build are negligible anyway.
If you have a solution already feel free to post it, otherwise I'll take a look at it in the near future.
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Ok. I'll do some more research on it cause I'm actually writing a blog post
on this topic as well. Hopefully I'll be submitting a PR tonight.
I totally agree about wanting a common folder or even API for this type of
thing.
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Related Issues (20)
- Cannot be choose Aseprite Application on macOS HOT 1
- Pivot point settings only applied to new animation files (UI/UX confusion?) HOT 1
- NullReferenceException when selecting Aseprite application path HOT 2
- No Error is reported to the user when path to Application is invalid HOT 1
- Exception is thrown when opening the editor window in Unity 2018.3 HOT 8
- Unity Package for Custom Package Import
- Support Pixel-based pivot points
- Colors for indexed Aseprite images are wrong unless the first color is transparent
- AnimationImporter won't accept the application path on macOS HOT 1
- issue when importing pyxelEdit animations HOT 1
- Set root name of generated assets / generate a new set of assets for each layer HOT 3
- error import animations HOT 2
- Please rename the repository HOT 1
- AnimationImporter.cs is giving me an error HOT 2
- Project maintained? HOT 1
- New Animations not being updated as new states to an existing AnimatorController HOT 3
- Error on opening Animation Importer in a new project: `Invalid AssetDatabase path`
- more options for sprite sheet settings?
- Tag names are not updated
- Importer no longer creates animations or adjusts the image meta to be multisprite/unfiltered HOT 2
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