├── .codacy.yaml
├── .editorconfig
├── .gitattributes
├── .github
├── FUNDING.yml
├── ISSUE_TEMPLATE
│ ├── bug_report.md
│ └── feature_request.md
└── pull_request_template.md
├── .gitignore
├── Images
├── AutoPresetConfigCreateMenu.png
├── AutoPresetConfigInspector.png
└── PresetButtonOnInspector.png
├── Unity
├── .gitignore
├── Assets
│ ├── .gitkeep
│ ├── ExampleContent.meta
│ ├── ExampleContent
│ │ ├── Audio.meta
│ │ ├── Audio
│ │ │ ├── MusicAutoPresetConfig.asset
│ │ │ ├── MusicAutoPresetConfig.asset.meta
│ │ │ ├── license.txt
│ │ │ ├── license.txt.meta
│ │ │ ├── stay-the-course-by-kevin-macleod.mp3
│ │ │ └── stay-the-course-by-kevin-macleod.mp3.meta
│ │ ├── Textures.meta
│ │ ├── Textures
│ │ │ ├── TextureAutoPresetConfig.asset
│ │ │ ├── TextureAutoPresetConfig.asset.meta
│ │ │ ├── circle.png
│ │ │ ├── circle.png.meta
│ │ │ ├── square.png
│ │ │ └── square.png.meta
│ │ ├── _Presets.meta
│ │ └── _Presets
│ │ │ ├── Music.preset
│ │ │ ├── Music.preset.meta
│ │ │ ├── UITexture.preset
│ │ │ └── UITexture.preset.meta
│ ├── JCMG.meta
│ ├── JCMG
│ │ ├── AutoPresets.meta
│ │ └── AutoPresets
│ │ │ ├── Docs.meta
│ │ │ ├── Docs
│ │ │ ├── Images.meta
│ │ │ └── Images
│ │ │ │ ├── portrait.png
│ │ │ │ ├── portrait.png.meta
│ │ │ │ ├── social_share_image.png
│ │ │ │ └── social_share_image.png.meta
│ │ │ ├── IconMap.meta
│ │ │ ├── IconMap
│ │ │ ├── AutoPresetConfigIcon.png
│ │ │ └── AutoPresetConfigIcon.png.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── Editor.meta
│ │ │ └── Editor
│ │ │ ├── AssetProcessors.meta
│ │ │ ├── AssetProcessors
│ │ │ ├── AutoPresetAssetPostProcessor.cs
│ │ │ └── AutoPresetAssetPostProcessor.cs.meta
│ │ │ ├── AutoPresetConfig.cs
│ │ │ ├── AutoPresetConfig.cs.meta
│ │ │ ├── AutoPresetMenuItems.cs
│ │ │ ├── AutoPresetMenuItems.cs.meta
│ │ │ ├── Inspectors.meta
│ │ │ ├── Inspectors
│ │ │ ├── AutoPresetConfigInspector.cs
│ │ │ └── AutoPresetConfigInspector.cs.meta
│ │ │ ├── JCMG.AutoPresets.Editor.asmdef
│ │ │ ├── JCMG.AutoPresets.Editor.asmdef.meta
│ │ │ ├── Menus.meta
│ │ │ ├── Menus
│ │ │ ├── PresetContextMenus.cs
│ │ │ └── PresetContextMenus.cs.meta
│ │ │ ├── Tools.meta
│ │ │ ├── Tools
│ │ │ ├── AssetDatabaseTools.cs
│ │ │ ├── AssetDatabaseTools.cs.meta
│ │ │ ├── PresetTools.cs
│ │ │ └── PresetTools.cs.meta
│ │ │ ├── VersionConstants.cs
│ │ │ ├── VersionConstants.cs.meta
│ │ │ ├── Window.meta
│ │ │ └── Window
│ │ │ ├── AboutWindow.cs
│ │ │ └── AboutWindow.cs.meta
│ ├── PackageManifests.meta
│ └── PackageManifests
│ │ ├── Generated.meta
│ │ ├── Generated
│ │ ├── 860453f0-9f55-42ca-944e-327714f906d6.meta
│ │ └── 860453f0-9f55-42ca-944e-327714f906d6
│ │ │ ├── package.json
│ │ │ └── package.json.meta
│ │ ├── PackageManifestConfig.asset
│ │ └── PackageManifestConfig.asset.meta
├── JCMG.AutoPresets.Editor.csproj.DotSettings
├── JCMG.AutoPresets.csproj.DotSettings
├── Packages
│ └── manifest.json
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
├── contributing.md
├── license.txt
└── readme.md
/.codacy.yaml:
--------------------------------------------------------------------------------
1 | ---
2 | engines:
3 | exclude_paths:
4 | - 'DocFXProject/**'
5 | - '.github/**'
6 | - 'docs/**'
7 | - 'license.md'
8 | - 'license.txt'
9 | - 'readme.md'
10 | - '.gitignore'
11 | - '.gitattributes'
12 | - '.editorconfig'
--------------------------------------------------------------------------------
/.editorconfig:
--------------------------------------------------------------------------------
1 | [*.cs]
2 | indent_style = tab
3 | indent_size = 4
4 | end_of_line = lf
5 | trim_trailing_whitespace = true
6 | insert_final_newline = true
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | # Set the default behavior, in case people don't have core.autocrlf set.
2 | *.cs eol=lf
3 |
4 | # Explicitly declare text files you want to always be normalized and converted
5 | # to native line endings on checkout.
6 | *.cs text
7 | *.md text
8 | *.meta text
9 |
--------------------------------------------------------------------------------
/.github/FUNDING.yml:
--------------------------------------------------------------------------------
1 | # These are supported funding model platforms
2 | github: jeffcampbellmakesgames
3 | ko_fi: stampyturtle
4 |
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/bug_report.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Bug report
3 | about: Create a report to help us improve
4 | title: "[BUG] Title goes here"
5 | labels: bug
6 | assignees: ''
7 |
8 | ---
9 |
10 | **Describe the bug**
11 | A clear and concise description of what the bug is.
12 |
13 | **Unity Version:**
14 |
15 | **To Reproduce**
16 | Steps to reproduce the behavior:
17 | 1. Go to '...'
18 | 2. Click on '....'
19 | 3. Scroll down to '....'
20 | 4. See error
21 |
22 | **Expected behavior**
23 | A clear and concise description of what you expected to happen.
24 |
25 | **Screenshots**
26 | If applicable, add screenshots to help explain your problem.
27 |
28 | **Additional context**
29 | Add any other context about the problem here.
30 |
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/feature_request.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Feature request
3 | about: Suggest an idea for this project
4 | title: ''
5 | labels: enhancement
6 | assignees: ''
7 |
8 | ---
9 |
10 | **Is your feature request related to a problem? Please describe.**
11 | A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
12 |
13 | **Describe the solution you'd like**
14 | A clear and concise description of what you want to happen.
15 |
16 | **Describe alternatives you've considered**
17 | A clear and concise description of any alternative solutions or features you've considered.
18 |
19 | **Additional context**
20 | Add any other context or screenshots about the feature request here.
21 |
--------------------------------------------------------------------------------
/.github/pull_request_template.md:
--------------------------------------------------------------------------------
1 | # Description
2 |
3 | Please include a summary of the change and which issue is fixed. Please also include relevant motivation and context. List any dependencies that are required for this change.
4 |
5 | Fixes # (issue)
6 |
7 | # How Has This Been Tested?
8 |
9 | Please describe the tests that you ran to verify your changes. Please also note any relevant details for your test configuration.
10 |
11 | - [ ] Test A
12 | - [ ] Test B
13 |
14 | # Checklist:
15 |
16 | - [ ] My code follows the style guidelines of this project
17 | - [ ] I have performed a self-review of my own code
18 | - [ ] I have commented my code, particularly in hard-to-understand areas
19 | - [ ] I have made corresponding changes to the documentation
20 | - [ ] My changes generate no new warnings
21 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | *.DS_Store
2 |
3 | [Bb]uilds/
--------------------------------------------------------------------------------
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/Unity/.gitignore:
--------------------------------------------------------------------------------
1 | # =============== #
2 | # Unity generated #
3 | # =============== #
4 | [Ll]ogs/
5 | [Tt]emp/
6 | [Oo]bj/
7 | [Bb]uild
8 | /[Ll]ibrary/
9 | sysinfo.txt
10 | *.stackdump
11 |
12 | # JetBrains Plugin
13 | JetBrains/
14 | JetBrains.meta
15 |
16 | # ============================================= #
17 | # Visual Studio / MonoDevelop / Rider generated #
18 | # ============================================= #
19 | [Ee]xported[Oo]bj/
20 | .vs/
21 | /*.userprefs
22 | /*.csproj
23 | /*.pidb
24 | /*.suo
25 | /*.sln*
26 | /*.user
27 | /*.unityproj
28 | /*.booproj
29 | /.idea*/
30 |
31 | # ============ #
32 | # OS generated #
33 | # ============ #
34 | .DS_Store*
35 | ._*
36 | .Spotlight-V100
37 | .Trashes
38 | ehthumbs.db
39 | [Tt]humbs.db
40 | [Dd]esktop.ini
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/AssetProcessors/AutoPresetAssetPostProcessor.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace JCMG.AutoPresets.Editor
5 | {
6 | ///
7 | /// An asset processor that looks for instances of in the same folder as
8 | /// the imported asset and attempts to apply them if applicable.
9 | ///
10 | internal sealed class AutoPresetAssetPostProcessor : AssetPostprocessor
11 | {
12 | #region Unity Asset Events
13 |
14 | private void OnPostprocessAudio(AudioClip arg)
15 | {
16 | TryApplyPreset();
17 | }
18 |
19 | private void OnPostprocessCubemap(Cubemap texture)
20 | {
21 | TryApplyPreset();
22 | }
23 |
24 | private void OnPostprocessMaterial(Material material)
25 | {
26 | TryApplyPreset();
27 | }
28 |
29 | private void OnPostprocessModel(GameObject g)
30 | {
31 | TryApplyPreset();
32 | }
33 |
34 | private void OnPostprocessSpeedTree(GameObject arg)
35 | {
36 | TryApplyPreset();
37 | }
38 |
39 | private void OnPostprocessTexture(Texture2D texture)
40 | {
41 | TryApplyPreset();
42 | }
43 |
44 | private void OnPreprocessAnimation()
45 | {
46 | TryApplyPreset();
47 | }
48 |
49 | private void OnPreprocessAssembly(string pathName)
50 | {
51 | TryApplyPreset();
52 | }
53 |
54 | private void OnPreprocessAsset()
55 | {
56 | TryApplyPreset();
57 | }
58 |
59 | private void OnPreprocessAudio()
60 | {
61 | TryApplyPreset();
62 | }
63 |
64 | private void OnPreprocessModel()
65 | {
66 | TryApplyPreset();
67 | }
68 |
69 | private void OnPreprocessSpeedTree()
70 | {
71 | TryApplyPreset();
72 | }
73 |
74 | private void OnPreprocessTexture()
75 | {
76 | TryApplyPreset();
77 | }
78 |
79 | #endregion
80 |
81 | ///
82 | /// Checks to see if there are any asset instances in the same folder
83 | /// as the imported asset and if they apply to it; if so, the preset is automatically applied.
84 | ///
85 | private void TryApplyPreset()
86 | {
87 | AutoPresetConfig preset;
88 | if (!TryGetPresetAsset(out preset))
89 | {
90 | return;
91 | }
92 |
93 | preset.ApplyTo(assetImporter);
94 | }
95 |
96 | ///
97 | /// Returns true if an instance was found in the same folder as the
98 | /// asset that applies to it, otherwise false. If true, will be
99 | /// initialized with that value.
100 | ///
101 | ///
102 | ///
103 | private bool TryGetPresetAsset(out AutoPresetConfig autoPreset)
104 | {
105 | autoPreset = null;
106 |
107 | var parentFolder = AssetDatabaseTools.GetAssetParentFolderPath(assetPath);
108 | var autoPresetConfigs = AssetDatabaseTools.GetAllAutoPresetConfigs(new[] { parentFolder });
109 |
110 | foreach (var autoPresetConfig in autoPresetConfigs)
111 | {
112 | if (!autoPresetConfig.CanBeAppliedTo(assetImporter))
113 | {
114 | continue;
115 | }
116 |
117 | autoPreset = autoPresetConfig;
118 | return true;
119 | }
120 |
121 | return false;
122 | }
123 | }
124 | }
125 |
--------------------------------------------------------------------------------
/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/AssetProcessors/AutoPresetAssetPostProcessor.cs.meta:
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/AutoPresetConfig.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor.Presets;
2 | using UnityEngine;
3 |
4 | namespace JCMG.AutoPresets.Editor
5 | {
6 | ///
7 | /// allows for specifying a
8 | ///
9 | [CreateAssetMenu(menuName = "JCMG/AutoPreset/AutoPresetConfig", fileName = "NewAutoPresetConfig")]
10 | public sealed class AutoPresetConfig : ScriptableObject
11 | {
12 | ///
13 | /// The to be applied to derived assets in the
14 | /// same folder as this instance.
15 | ///
16 | public Preset Preset
17 | {
18 | get => _preset;
19 | set { _preset = value; }
20 | }
21 |
22 | #pragma warning disable 0649
23 | [SerializeField]
24 | private Preset _preset;
25 | #pragma warning restore 0649
26 |
27 | ///
28 | /// Returns true if is assigned and it can be applied to .
29 | ///
30 | ///
31 | ///
32 | public bool CanBeAppliedTo(Object obj)
33 | {
34 | return _preset != null && _preset.CanBeAppliedTo(obj);
35 | }
36 |
37 | ///
38 | /// Returns true if is assigned, it can be applied to , and the
39 | /// preseT has been applied to .
40 | ///
41 | ///
42 | ///
43 | public bool ApplyTo(Object obj)
44 | {
45 | return _preset != null && _preset.ApplyTo(obj);
46 | }
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/AutoPresetConfig.cs.meta:
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/AutoPresetMenuItems.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace JCMG.AutoPresets.Editor
5 | {
6 | internal static class AutoPresetMenuItems
7 | {
8 | [MenuItem("Tools/JCMG/AutoPreset/Submit bug or feature request")]
9 | internal static void OpenURLToGitHubIssuesSection()
10 | {
11 | const string GITHUB_ISSUES_URL = "https://github.com/jeffcampbellmakesgames/unity-auto-preset/issues";
12 |
13 | Application.OpenURL(GITHUB_ISSUES_URL);
14 | }
15 |
16 | [MenuItem("Tools/JCMG/AutoPreset/Donate to support development")]
17 | internal static void OpenURLToKoFi()
18 | {
19 | const string KOFI_URL = "https://ko-fi.com/stampyturtle";
20 |
21 | Application.OpenURL(KOFI_URL);
22 | }
23 |
24 | [MenuItem("Tools/JCMG/AutoPreset/About")]
25 | internal static void OpenAboutModalDialog()
26 | {
27 | AboutWindow.View();
28 | }
29 |
30 | }
31 | }
32 |
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/Inspectors/AutoPresetConfigInspector.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace JCMG.AutoPresets.Editor
5 | {
6 | [CustomEditor(typeof(AutoPresetConfig))]
7 | internal sealed class AutoPresetConfigInspector : UnityEditor.Editor
8 | {
9 | private const string ACTIONS_TITLE_TEXT = "Actions";
10 | private const string REIMPORT_BUTTON_TEXT = "Reimport linked assets";
11 |
12 | public override void OnInspectorGUI()
13 | {
14 | DrawDefaultInspector();
15 |
16 | GUILayout.Space(5);
17 | GUILayout.Label(ACTIONS_TITLE_TEXT, EditorStyles.boldLabel);
18 |
19 | var config = (AutoPresetConfig) target;
20 |
21 | if (GUILayout.Button(REIMPORT_BUTTON_TEXT))
22 | {
23 | var assetPath = AssetDatabase.GetAssetPath(config);
24 | var parentPath = AssetDatabaseTools.GetAssetParentFolderPath(assetPath);
25 |
26 | AssetDatabaseTools.ReimportAllAssets(parentPath, config);
27 | }
28 | }
29 | }
30 | }
31 |
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1 | {
2 | "name": "JCMG.AutoPresets.Editor",
3 | "references": [],
4 | "includePlatforms": [
5 | "Editor"
6 | ],
7 | "excludePlatforms": [],
8 | "allowUnsafeCode": false,
9 | "overrideReferences": false,
10 | "precompiledReferences": [],
11 | "autoReferenced": true,
12 | "defineConstraints": [],
13 | "versionDefines": []
14 | }
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/Menus/PresetContextMenus.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEditor.Presets;
3 |
4 | namespace JCMG.AutoPresets.Editor
5 | {
6 | ///
7 | /// Context menu-items for s.
8 | ///
9 | internal static class PresetContextMenus
10 | {
11 | [MenuItem("Assets/AutoPreset/Reimport Linked Assets")]
12 | private static void ReimportLinkedAssetsForPreset()
13 | {
14 | PresetTools.UpdateLinkedAssets((Preset)Selection.activeObject);
15 | }
16 |
17 | [MenuItem("Assets/AutoPreset/Reimport Linked Assets", true)]
18 | private static bool ReimportLinkedAssetsForPresetValidation()
19 | {
20 | return Selection.activeObject is Preset;
21 | }
22 | }
23 | }
24 |
--------------------------------------------------------------------------------
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/Tools/AssetDatabaseTools.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using System.IO;
3 | using System.Linq;
4 | using System.Text;
5 | using UnityEditor;
6 | using UnityEngine;
7 |
8 | namespace JCMG.AutoPresets.Editor
9 | {
10 | ///
11 | /// Helper methods for dealing with the .
12 | ///
13 | internal static class AssetDatabaseTools
14 | {
15 | private static readonly StringBuilder SB = new StringBuilder();
16 |
17 | private const string AUTO_PRESET_CONFIG_SEARCH_FILTER = "t:AutoPresetConfig";
18 | private const string WILDCARD_SEARCH = "*";
19 | private const string META_FILE_EXTENSION = ".meta";
20 | private const string UNITY_ASSETS_FOLDER_NAME = "Assets";
21 | private const string FORWARD_SLASH_STR = "/";
22 | private const char FORWARD_SLASH_CHAR = '/';
23 |
24 | ///
25 | /// Returns the parent folder of a Unity asset or folder path. Where the asset is in the root Assets
26 | /// folder already or is the Assets folder, the Assets folder is returned.
27 | ///
28 | ///
29 | ///
30 | public static string GetAssetParentFolderPath(string unityRelativePath)
31 | {
32 | var parentFolder = UNITY_ASSETS_FOLDER_NAME;
33 |
34 | var normalizedUnityRelativeFilePath = unityRelativePath.EndsWith(FORWARD_SLASH_STR)
35 | ? unityRelativePath.Remove(unityRelativePath.Length - 1)
36 | : unityRelativePath;
37 |
38 | if (normalizedUnityRelativeFilePath.StartsWith(UNITY_ASSETS_FOLDER_NAME))
39 | {
40 | var splitAssetPathParts = normalizedUnityRelativeFilePath.Split(FORWARD_SLASH_CHAR);
41 | if (splitAssetPathParts.Length > 1)
42 | {
43 | SB.Clear();
44 | for (var i = 0; i < splitAssetPathParts.Length - 1; i++)
45 | {
46 | SB.Append(splitAssetPathParts[i]);
47 | SB.Append(FORWARD_SLASH_CHAR);
48 | }
49 |
50 | parentFolder = SB.ToString().TrimEnd(FORWARD_SLASH_CHAR);
51 | }
52 | }
53 |
54 | return parentFolder;
55 | }
56 |
57 | ///
58 | /// Returns the root folder of the Unity Project
59 | ///
60 | ///
61 | public static string GetProjectPath()
62 | {
63 | return Application.dataPath.Substring(0, Application.dataPath.Length - 6);
64 | }
65 |
66 | ///
67 | /// Reimports all assets at where the preset in applies.
68 | ///
69 | ///
70 | ///
71 | public static void ReimportAllAssets(string path, AutoPresetConfig applicableConfig)
72 | {
73 | var projectPath = GetProjectPath();
74 | var fullPath = Path.Combine(projectPath, path);
75 |
76 | var assetPaths = Directory.GetFiles(fullPath, WILDCARD_SEARCH, SearchOption.TopDirectoryOnly)
77 | .Where(x => !x.EndsWith(META_FILE_EXTENSION))
78 | .Select(y => y.Replace(projectPath, string.Empty));
79 |
80 | foreach (var assetPath in assetPaths)
81 | {
82 | var assetImporter = AssetImporter.GetAtPath(assetPath);
83 | if (assetImporter != null && applicableConfig.CanBeAppliedTo(assetImporter))
84 | {
85 | AssetDatabase.ImportAsset(assetPath);
86 | }
87 | }
88 | }
89 |
90 | ///
91 | /// Returns all instances in the project.
92 | ///
93 | ///
94 | public static IReadOnlyList GetAllAutoPresetConfigs()
95 | {
96 | return GetAllAutoPresetConfigs(null);
97 | }
98 |
99 | ///
100 | /// Returns all instances in the project located in .
101 | ///
102 | ///
103 | public static IReadOnlyList GetAllAutoPresetConfigs(string[] folderPaths)
104 | {
105 | var assetGUIDs = folderPaths != null
106 | ? AssetDatabase.FindAssets(AUTO_PRESET_CONFIG_SEARCH_FILTER, folderPaths)
107 | : AssetDatabase.FindAssets(AUTO_PRESET_CONFIG_SEARCH_FILTER);
108 |
109 | var autoPresetConfigList = new List();
110 | foreach (var assetGUID in assetGUIDs)
111 | {
112 | var assetPath = AssetDatabase.GUIDToAssetPath(assetGUID);
113 | var autoPresetConfig = AssetDatabase.LoadAssetAtPath(assetPath);
114 | if (autoPresetConfig != null)
115 | {
116 | autoPresetConfigList.Add(autoPresetConfig);
117 | }
118 | }
119 |
120 | return autoPresetConfigList;
121 | }
122 | }
123 | }
124 |
--------------------------------------------------------------------------------
/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/Tools/AssetDatabaseTools.cs.meta:
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/Tools/PresetTools.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEditor;
3 | using UnityEditor.Presets;
4 | using UnityEngine;
5 |
6 | namespace JCMG.AutoPresets.Editor
7 | {
8 | ///
9 | /// Helper methods for dealing with s.
10 | ///
11 | internal static class PresetTools
12 | {
13 | public static void UpdateLinkedAssets(Preset preset)
14 | {
15 | var autoPresetConfigList = AssetDatabaseTools.GetAllAutoPresetConfigs();
16 |
17 | const string UPDATE_ASSETS_TITLE = "Updating AutoPresetConfigs";
18 |
19 | EditorUtility.DisplayProgressBar(UPDATE_ASSETS_TITLE, String.Empty, 0f);
20 |
21 | for (var i = 0; i < autoPresetConfigList.Count; i++)
22 | {
23 | var progress = Mathf.Clamp01((float)i / autoPresetConfigList.Count);
24 | EditorUtility.DisplayProgressBar(UPDATE_ASSETS_TITLE,String.Empty, progress);
25 |
26 | var autoPresetConfig = autoPresetConfigList[i];
27 | if (autoPresetConfig.Preset != preset)
28 | {
29 | continue;
30 | }
31 |
32 | var msg = string.Format("Importing assets for [{0}]", autoPresetConfig.name);
33 |
34 | EditorUtility.DisplayProgressBar(UPDATE_ASSETS_TITLE,msg, progress);
35 |
36 | var assetPath = AssetDatabase.GetAssetPath(autoPresetConfig);
37 | var parentPath = AssetDatabaseTools.GetAssetParentFolderPath(assetPath);
38 |
39 | AssetDatabaseTools.ReimportAllAssets(parentPath, autoPresetConfig);
40 | }
41 |
42 | EditorUtility.ClearProgressBar();
43 | }
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/Tools/PresetTools.cs.meta:
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/Unity/Assets/JCMG/AutoPresets/Scripts/Editor/VersionConstants.cs:
--------------------------------------------------------------------------------
1 | namespace JCMG.AutoPresets.Editor
2 | {
3 | ///
4 | /// Version info for this library.
5 | ///
6 | internal static class VersionConstants
7 | {
8 | // Version
9 | public const string VERSION = "1.0.2";
10 | }
11 | }
12 |
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1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace JCMG.AutoPresets.Editor
5 | {
6 | ///
7 | /// A window that shows information about the library and its contributors.
8 | ///
9 | internal sealed class AboutWindow : EditorWindow
10 | {
11 | #pragma warning disable 0649
12 |
13 | [SerializeField]
14 | private Texture2D _socialShareImage;
15 |
16 | [SerializeField]
17 | private Texture2D _portraitImage;
18 |
19 | #pragma warning restore 0649
20 |
21 | private const string WINDOW_TITLE = "JCMG AutoPresets";
22 | private const string VERSION_LABEL = "Version:";
23 | private const string GITHUB_LABEL = "GitHub:";
24 | private const string KOFI_LABEL = "KOFI:";
25 | private const string TWITTER_LABEL = "Twitter:";
26 |
27 | private const string GITHUB_URL = "https://github.com/jeffcampbellmakesgames";
28 | private const string KOFI_URL = "https://ko-fi.com/stampyturtle";
29 | private const string TWITTER_URL = "https://twitter.com/StampyTurtle";
30 |
31 | private const string SHARE_MESSAGE = "Hi there! My name is Jeff Campbell and I make open source tools for game " +
32 | "developers.\n\nIf you enjoy using this tool and want to support its development " +
33 | "and other high-quality, free open-source tools, follow me on Twitter, " +
34 | "GitHub, and consider buying me a coffee on Ko-Fi.";
35 |
36 | public static void View()
37 | {
38 | var window = CreateInstance();
39 | window.minSize = new Vector2(512f, 490f);
40 | window.maxSize = window.minSize;
41 | window.titleContent = new GUIContent(WINDOW_TITLE);
42 | window.position = new Rect(
43 | Screen.currentResolution.width / 2f,
44 | Screen.currentResolution.height / 2f,
45 | 0f,
46 | 0f);
47 | window.ShowUtility();
48 | }
49 |
50 | private void OnGUI()
51 | {
52 | // JCMG Share Image
53 | if (_socialShareImage != null)
54 | {
55 | GUILayout.Label(_socialShareImage);
56 |
57 | DrawSeparator();
58 | }
59 |
60 | // COC Version
61 | using (new EditorGUILayout.HorizontalScope())
62 | {
63 | EditorGUILayout.LabelField(VERSION_LABEL, EditorStyles.boldLabel, GUILayout.Width(75f));
64 | EditorGUILayout.LabelField(VersionConstants.VERSION);
65 | }
66 |
67 | DrawSeparator();
68 |
69 | // Share message and portrait
70 | using (new EditorGUILayout.HorizontalScope())
71 | {
72 | if (_portraitImage != null)
73 | {
74 | GUILayout.Label(_portraitImage, GUILayout.Width(96f), GUILayout.Height(96f));
75 | }
76 | EditorGUILayout.SelectableLabel(SHARE_MESSAGE, EditorStyles.textArea, GUILayout.Height(96f));
77 | }
78 |
79 | // Links for Github, KoFi, and Twitter
80 | var originalColor = GUI.contentColor;
81 |
82 | // Twitter
83 | using (new EditorGUILayout.HorizontalScope())
84 | {
85 | EditorGUILayout.LabelField(TWITTER_LABEL, EditorStyles.boldLabel, GUILayout.Width(75f));
86 | GUI.contentColor = Color.cyan;
87 | if (GUILayout.Button(TWITTER_URL, GUI.skin.label))
88 | {
89 | Application.OpenURL(TWITTER_URL);
90 | }
91 |
92 | GUI.contentColor = originalColor;
93 | }
94 |
95 | // Github
96 | using (new EditorGUILayout.HorizontalScope())
97 | {
98 | EditorGUILayout.LabelField(GITHUB_LABEL, EditorStyles.boldLabel, GUILayout.Width(75f));
99 | GUI.contentColor = Color.cyan;
100 | if (GUILayout.Button(GITHUB_URL, GUI.skin.label))
101 | {
102 | Application.OpenURL(GITHUB_URL);
103 | }
104 | GUI.contentColor = originalColor;
105 | }
106 |
107 | // KOFI
108 | using (new EditorGUILayout.HorizontalScope())
109 | {
110 | EditorGUILayout.LabelField(KOFI_LABEL, EditorStyles.boldLabel, GUILayout.Width(75f));
111 | GUI.contentColor = Color.cyan;
112 | if (GUILayout.Button(KOFI_URL, GUI.skin.label))
113 | {
114 | Application.OpenURL(KOFI_URL);
115 | }
116 |
117 | GUI.contentColor = originalColor;
118 | }
119 | }
120 |
121 | private void DrawSeparator()
122 | {
123 | GUILayout.Box(string.Empty, GUILayout.ExpandWidth(true), GUILayout.Height(1));
124 | }
125 | }
126 | }
127 |
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1 | {"name":"com.jeffcampbellmakesgames.autopresets","displayName":"JCMG AutoPresets","version":"1.0.2","unity":"2018.3","description":"Auto Preset enables scriptable configuration of assets from the Unity Editor without requiring any additional code.","category":""}
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/contributing.md:
--------------------------------------------------------------------------------
1 | Thanks for considering contributing to Auto Preset! Read the guidelines below before you submit an issue or create a PR.
2 |
3 | # Project structure
4 | The project structure is split between several branches
5 | * **master:** This is the stable branch and all releases/packages are generated from this.
6 | * **develop:** This is the primary development branch which all PRs should be made to and is generally considered less-stable. This is occasionally merged into **master** and a new release tag/package is generated from this.
7 | * **releases/stable:** This branch is orphaned and contains only the package contents for AutoPreset. This is updated in sync with tagged releases on **master** and each commit that changes these contents should result in the version in **package.json** being changed.
8 |
9 | This structure allows for ease of development and quick testing via **master** or **develop**, but clear isolation and separation between the package distribution via **releases/stable**.
10 |
11 | # Pull requests
12 | Pull requests should be made to the [develop branch](https://github.com/jeffcampbellmakesgames/unity-auto-preset/tree/develop). The types of pull requests that are highly desirable are generally:
13 | * Bug fixes
14 | * Feature improvements addressing issues discussed on the GitHub repository. This allows for wider discussion of those issues prior to any implementation and has the potential to help filter features or changes that are undesirable before time is spent working on them.
15 |
16 | ## Performance Issues and Pull Requests
17 | For any issues or pull requests regarding performance improvements, at minimum please include details and screenshots describing the issue in as much detail as possible and if relevant showing a before and after profile. Better yet, if you can provide a reproducible example that can be used to demonstrate the issue it will be much more likely that the issue is addressed quickly.
18 |
19 | # Style Guide
20 |
21 | ## Language Usage
22 | * Mark closed types as sealed to enable proper devirtualization (see [here](https://blogs.unity3d.com/2016/07/26/il2cpp-optimizations-devirtualization/) for more info).
23 | * Avoid LINQ usage for runtime usage except where absolutely possible (`ToList` or `ToArray` for example) and avoid using `ForEach`. Using these methods creates easily avoidable garbage (in newer versions of Unity >= 5.6 this is situational to the Collection or if its being used via an interface, but easy to avoid edge cases by not using at all). Editor usage is another story as performance is not as generally important and non-usage of these can be relaxed.
24 |
25 | ## Layout
26 | There is an `.editorconfig` at the root of the repository that can be used by most IDEs to help ensure these settings are automatically applied.
27 | * **Indentation:** 1 tab = 4 spaces (tab character)
28 | * **Desired width:** 120-130 characters max per line
29 | * **Line Endings:** Unix (LF), with a new-line at the end of each file.
30 | * **White Space:** Trim empty whitespace from the ends of lines.
31 |
32 | ## Naming and Formatting
33 | | Object Name | Notation | Example |
34 | | ----------- | -------- | ------- |
35 | | Namespaces | PascalCase | `JCMG.AutoPreset.Editor` |
36 | | Classes | PascalCase | `SemVersion` |
37 | | Methods | PascalCase | `ParseVersion` |
38 | | Method arguments | camelCase | `oldValue` |
39 | | Properties | PascalCase | `Value` |
40 | | Public fields | camelCase | `value` |
41 | | Private fields | _camelCase | `_value` |
42 | | Constants | All Upper Caps with Snake case | `DEFAULT_VERSION` |
43 | | Inline variables | camelCase | `value` |
44 |
45 | ## Structure
46 | * Follow good encapsulation principles and try to limit exposing fields directly as public; unless necessary everything should be marked as private/protected unless necessary. Where public access to a field is needed, use a public property instead.
47 | * Always order access from most-accessible to least (i.e, `public` to `private`).
48 | * Where classes or methods are not intended for use by a user, mark these as `internal`.
49 | * Order class structure like so:
50 | * Namespace
51 | * Internal classes
52 | * Properties
53 | * Fields
54 | * Events
55 | * Unity Methods
56 | * Primary Methods
57 | * Helper Methods
58 | * Lines of code that are generally longer than 120-130 characters should generally be broken out into multiple lines. For example, instead of:
59 |
60 | `public bool SomeMethodWithManyParams(int param1, float param2, List param3, out int param4, out int param5)...`
61 |
62 | do
63 |
64 | ```
65 | public bool SomeMethodWithManyParams(
66 | int param1,
67 | float param2,
68 | List param3,
69 | out int param4,
70 | out int param5)...
71 | ```
72 |
73 | ## Example Formatting
74 | ```
75 | using System;
76 | using UnityEngine;
77 |
78 | namespace Example
79 | {
80 | public class Foo : MonoBehavior
81 | {
82 | public int SomeValue { get { return _someValue; } }
83 |
84 | [SerializeField]
85 | private int _someValue;
86 |
87 | private const string WARNING = "Somethings wrong!";
88 |
89 | private void Update()
90 | {
91 | // Do work
92 | Debug.Log(Warning);
93 | }
94 | }
95 | }
96 | ```
--------------------------------------------------------------------------------
/license.txt:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2019 Jeff Campbell
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/readme.md:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | [](https://twitter.com/stampyturtle)
5 |
6 | # Auto Preset
7 |
8 | ## About
9 | Auto Preset enables scriptable configuration of assets from the Unity Editor without requiring any additional code.
10 |
11 | ## Overview
12 | `AutoPresetConfig` is a simple Scriptable Object derived class that holds a reference to a native Unity `Preset` asset; these assets can be created from any native Unity asset or component, containing the serialized settings of that asset in a dedicated Scriptable Object. Any asset imported in the same folder as a `AutoPresetConfig` asset(s) will check to see if any of them apply to that type of asset. If they do, the first applicable `AutoPresetConfig` asset found will automatically be applied to that newly imported asset.
13 |
14 | ## Installing AutoPresets
15 | Using this library in your project can be done in three ways:
16 |
17 | ### Install via OpenUPM
18 | The package is available on the [openupm registry](https://openupm.com/). It's recommended to install it via [openupm-cli](https://github.com/openupm/openupm-cli).
19 |
20 | ```
21 | openupm add com.jeffcampbellmakesgames.autopresets
22 | ```
23 |
24 | ### Install via GIT URL
25 | Using the native Unity Package Manager introduced in 2017.2, you can add this library as a package by modifying your `manifest.json` file found at `/ProjectName/Packages/manifest.json` to include it as a dependency. See the example below on how to reference it.
26 |
27 | ```
28 | {
29 | "dependencies": {
30 | ...
31 | "com.jeffcampbellmakesgames.autopresets" : "https://github.com/jeffcampbellmakesgames/unity-auto-preset.git#release/stable",
32 | ...
33 | }
34 | }
35 | ```
36 |
37 | ### Install via classic `.UnityPackage`
38 | The latest release can be found [here](https://github.com/jeffcampbellmakesgames/nodey/releases) as a UnityPackage file that can be downloaded and imported directly into your project's Assets folder.
39 |
40 | ## Use-Cases and Usage
41 | This type of automatic, scriptable configuration of assets can be used to reduce the boilerplate, often tedious work of configuring newly imported assets and can prevent errors from doing so manually.
42 |
43 | For example, a group of textures may require specific compression settings and properties in order to be rendered without artifacts by a shader. This may require manual tweaking to elicit what those settings are and apply them manually from that point on, requiring time and energy to make sure all of the settings are correct for any new textures and inviting human error.
44 |
45 | ### Creating a AutoPresetConfig
46 |
47 | Instead, follow these steps to have those settings applied automatically every time a texture is imported into a specific folder.
48 |
49 | * Configure one texture using the proper settings and save those settings as a `Preset` by clicking the dial icon at the top right of its inspector. This allows you to save those settings as a `Preset`.
50 |
51 | 
52 |
53 | * Create a `AutoPresetConfig` asset in that folder by right-clicking on the folder in the project view and selecting `Create=>JCMG=>AutoPreset=>AutoPresetConfig` and give it an appropriate name.
54 |
55 | 
56 |
57 | * Assign that newly created `Preset` asset to the `AutoPresetConfig` in its inspector.
58 |
59 | 
60 |
61 | ### Manually Triggering Asset Updates
62 | It may be convenient at times to update a `Preset` and apply any changes made to any assets that would be affected by it manually. There are two ways to do this:
63 |
64 | * Right-click the `Preset` and select the menu-item `AutoPresets=>Reimport linked assets`. This will find any `AutoPresetConfig` instances in the project that reference that `Preset` and reimport any applicable assets.
65 | * Select a specific `AutoPresetConfig` asset in the project and select the `Reimport linked assets` button underneath `Actions`. This will reimport any applicable assets in the same folder.
66 |
67 |
68 | ### Supported Asset Types
69 | You can use AutoPresets to automatically configure any of the supported asset types below:
70 |
71 | * Textures
72 | * AudioClips
73 | * Materials
74 | * Cubemaps
75 | * Animations
76 | * Assemblies/Plugins
77 | * Models
78 | * SpeedTree
79 | * Any other Unity or custom assets that can generate a `Preset`.
80 |
81 | ## Contribution
82 | If you find any bugs or if there is a new feature you desire, please create a new issue [here](https://github.com/jeffcampbellmakesgames/unity-auto-preset/issues) or add your comments/thoughts to a related existing issue. If you are interested in contributing a PR for either of these types of issues, read the contribution guidelines here first and please do so!
83 |
84 | ## Support
85 | If this is useful to you and/or you’d like to see future development and more tools in the future, please consider supporting it either by contributing to the Github projects (submitting bug reports or features,pull requests) or by buying me coffee using any of the links below. Every little bit helps!
86 |
87 | [](https://ko-fi.com/I3I2W7GX)
88 |
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