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[Unity3D] Post Process Utility
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using UnityEditor; | |
using UnityEngine; | |
public class AssetPostProcessLogger : AssetPostprocessor { | |
static void OnPostprocessAllAssets( | |
string[] importedAssets, | |
string[] deletedAssets, | |
string[] movedAssets, string[] movedFromAssetPaths | |
) | |
{ | |
foreach (string asset in importedAssets) | |
{ | |
Debug.Log("추가되거나 수정된 애셋: " + asset); | |
} | |
foreach (string asset in deletedAssets) | |
{ | |
Debug.Log("삭제된 애셋: " + asset); | |
} | |
for (int i = 0; i < movedAssets.Length; i++) | |
{ | |
string asset = movedAssets[i]; | |
string from = movedFromAssetPaths[i]; | |
Debug.Log("이동된 애셋: " + asset + " from " + from); | |
} | |
} | |
} |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
public class CostumeAudioImporter : AssetPostprocessor | |
{ | |
void OnPreprocessAudio () | |
{ | |
AudioImporter audioImporter = assetImporter as AudioImporter; | |
if (audioImporter == null) return; | |
audioImporter.threeD = false; | |
audioImporter.hardware = true; | |
} | |
} | |
#endif |
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