#region License /* MIT License Copyright(c) 2019 Mattias Edlund Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #endregion using System.Collections.Generic; using System.Linq; using UnityEngine; namespace UnityMeshSimplifier { /// /// Contains methods for generating LODs (level of details) for game objects. /// public static class LODGenerator { #region Consts /// /// The name of the game object where generated LODs are parented under. /// public const string LODParentGameObjectName = "_UMS_LODs_"; /// /// The parent path for generated LOD assets. /// public const string LODAssetParentPath = "Assets/UMS_LODs/"; #endregion #region Structs public struct StaticRenderer { public string name; public bool isNewMesh; public Transform transform; public Mesh mesh; public Material[] materials; public MeshRenderer originalRenderer; } public struct SkinnedRenderer { public bool hasBlendShapes; public string name; public bool isNewMesh; public Transform transform; public Mesh mesh; public Material[] materials; public Transform rootBone; public Transform[] bones; public SkinnedMeshRenderer originalRenderer; } #endregion #region Public Methods /// /// Generates the LODs and sets up a LOD Group for the LOD generator helper component. /// /// The LOD generator helper. /// The generated LOD Group. public static LODGroup GenerateLODs(LODGeneratorHelper generatorHelper) { if (generatorHelper == null) throw new System.ArgumentNullException(nameof(generatorHelper)); var gameObject = generatorHelper.gameObject; var levels = generatorHelper.Levels; bool autoCollectRenderers = generatorHelper.AutoCollectRenderers; var simplificationOptions = generatorHelper.SimplificationOptions; string saveAssetsPath = generatorHelper.SaveAssetsPath; var lodGroup = GenerateLODs(gameObject, levels, autoCollectRenderers, simplificationOptions, saveAssetsPath); if (lodGroup == null) return null; lodGroup.animateCrossFading = generatorHelper.AnimateCrossFading; lodGroup.fadeMode = generatorHelper.FadeMode; return lodGroup; } /// /// Generates the LODs and sets up a LOD Group for the specified game object. /// /// The game object to set up. /// The LOD levels to set up. /// If the renderers under the game object and any children should be automatically collected. /// Enabling this will ignore any renderers defined under each LOD level. /// The mesh simplification options. /// The generated LOD Group. public static LODGroup GenerateLODs(GameObject gameObject, LODLevel[] levels, bool autoCollectRenderers, SimplificationOptions simplificationOptions) { return GenerateLODs(gameObject, levels, autoCollectRenderers, simplificationOptions, null); } /// /// Generates the LODs and sets up a LOD Group for the specified game object. /// /// The game object to set up. /// The LOD levels to set up. /// If the renderers under the game object and any children should be automatically collected. /// Enabling this will ignore any renderers defined under each LOD level. /// The mesh simplification options. /// The path to where the generated assets should be saved. Can be null or empty to use the default path. /// The generated LOD Group. public static LODGroup GenerateLODs(GameObject gameObject, LODLevel[] levels, bool autoCollectRenderers, SimplificationOptions simplificationOptions, string saveAssetsPath) { if (gameObject == null) throw new System.ArgumentNullException(nameof(gameObject)); else if (levels == null) throw new System.ArgumentNullException(nameof(levels)); var transform = gameObject.transform; var existingLodParent = transform.Find(LODParentGameObjectName); if (existingLodParent != null) throw new System.InvalidOperationException("The game object already appears to have LODs. Please remove them first."); var existingLodGroup = gameObject.GetComponent(); if (existingLodGroup != null) throw new System.InvalidOperationException("The game object already appears to have an LOD Group. Please remove it first."); saveAssetsPath = ValidateSaveAssetsPath(saveAssetsPath); var lodParentGameObject = new GameObject(LODParentGameObjectName); var lodParent = lodParentGameObject.transform; ParentAndResetTransform(lodParent, transform); var lodGroup = gameObject.AddComponent(); Renderer[] allRenderers = null; if (autoCollectRenderers) { // Collect all enabled renderers under the game object allRenderers = GetChildRenderersForLOD(gameObject); } var renderersToDisable = new List((allRenderers != null ? allRenderers.Length : 10)); var lods = new LOD[levels.Length]; for (int levelIndex = 0; levelIndex < levels.Length; levelIndex++) { var level = levels[levelIndex]; var levelGameObject = new GameObject(string.Format("Level{0:00}", levelIndex)); var levelTransform = levelGameObject.transform; ParentAndResetTransform(levelTransform, lodParent); Renderer[] originalLevelRenderers = allRenderers ?? level.Renderers; var levelRenderers = new List((originalLevelRenderers != null ? originalLevelRenderers.Length : 0)); if (originalLevelRenderers != null && originalLevelRenderers.Length > 0) { var meshRenderers = (from renderer in originalLevelRenderers where renderer.enabled && renderer as MeshRenderer != null && renderer.transform.GetComponent() != null && renderer.transform.GetComponent().sharedMesh != null select renderer as MeshRenderer).ToArray(); var skinnedMeshRenderers = (from renderer in originalLevelRenderers where renderer.enabled && renderer as SkinnedMeshRenderer != null && renderer.transform.GetComponent().sharedMesh != null select renderer as SkinnedMeshRenderer).ToArray(); StaticRenderer[] staticRenderers; SkinnedRenderer[] skinnedRenderers; if (level.CombineMeshes) { SkinnedMeshRenderer[] skinnedRenderersActuallyCombined = null; staticRenderers = CombineStaticMeshes(transform, levelIndex, meshRenderers); skinnedRenderers = CombineSkinnedMeshes(transform, levelIndex, skinnedMeshRenderers, ref skinnedRenderersActuallyCombined); } else { staticRenderers = GetStaticRenderers(meshRenderers); skinnedRenderers = GetSkinnedRenderers(skinnedMeshRenderers); } if (staticRenderers != null) { for (int rendererIndex = 0; rendererIndex < staticRenderers.Length; rendererIndex++) { var renderer = staticRenderers[rendererIndex]; var mesh = renderer.mesh; // Simplify the mesh if necessary if (level.Quality < 1f) { mesh = SimplifyMesh(mesh, level.Quality, simplificationOptions); SaveLODMeshAsset(mesh, gameObject.name, renderer.name, levelIndex, renderer.mesh.name, saveAssetsPath); if (renderer.isNewMesh) { DestroyObject(renderer.mesh); renderer.mesh = null; } } string rendererName = string.Format("{0:000}_static_{1}", rendererIndex, renderer.name); var levelRenderer = CreateLevelRenderer(rendererName, levelTransform, renderer.transform, mesh, renderer.materials, ref level); levelRenderers.Add(levelRenderer); } } if (skinnedRenderers != null) { for (int rendererIndex = 0; rendererIndex < skinnedRenderers.Length; rendererIndex++) { var renderer = skinnedRenderers[rendererIndex]; var mesh = renderer.mesh; // Simplify the mesh if necessary if (level.Quality < 1f) { mesh = SimplifyMesh(mesh, level.Quality, simplificationOptions); SaveLODMeshAsset(mesh, gameObject.name, renderer.name, levelIndex, renderer.mesh.name, saveAssetsPath); if (renderer.isNewMesh) { DestroyObject(renderer.mesh); renderer.mesh = null; } } string rendererName = string.Format("{0:000}_skinned_{1}", rendererIndex, renderer.name); var levelRenderer = CreateSkinnedLevelRenderer(rendererName, levelTransform, renderer.transform, mesh, renderer.materials, renderer.rootBone, renderer.bones, ref level); levelRenderers.Add(levelRenderer); } } } foreach (var renderer in originalLevelRenderers) { if (!renderersToDisable.Contains(renderer)) { renderersToDisable.Add(renderer); } } lods[levelIndex] = new LOD(level.ScreenRelativeTransitionHeight, levelRenderers.ToArray()); } CreateBackup(gameObject, renderersToDisable.ToArray()); foreach (var renderer in renderersToDisable) { renderer.enabled = false; } lodGroup.animateCrossFading = false; lodGroup.SetLODs(lods); return lodGroup; } /// /// Destroys the generated LODs and LOD Group for the specified game object. /// /// The LOD generator helper. /// If the LODs were successfully destroyed. public static bool DestroyLODs(LODGeneratorHelper generatorHelper) { if (generatorHelper == null) throw new System.ArgumentNullException(nameof(generatorHelper)); return DestroyLODs(generatorHelper.gameObject); } /// /// Destroys the generated LODs and LOD Group for the specified game object. /// /// The game object to destroy LODs for. /// If the LODs were successfully destroyed. public static bool DestroyLODs(GameObject gameObject) { if (gameObject == null) throw new System.ArgumentNullException(nameof(gameObject)); RestoreBackup(gameObject); var transform = gameObject.transform; var lodParent = transform.Find(LODParentGameObjectName); if (lodParent == null) return false; // Destroy LOD assets DestroyLODAssets(lodParent); // Destroy the LOD parent DestroyObject(lodParent.gameObject); // Destroy the LOD Group if there is one var lodGroup = gameObject.GetComponent(); if (lodGroup != null) { DestroyObject(lodGroup); } return true; } #endregion #region Private Methods public static StaticRenderer[] GetStaticRenderers(MeshRenderer[] renderers) { if(renderers == null || renderers.Length == 0) { return null; } var newRenderers = new List(renderers.Length); for (int rendererIndex = 0; rendererIndex < renderers.Length; rendererIndex++) { var renderer = renderers[rendererIndex]; var meshFilter = renderer.GetComponent(); if (meshFilter == null) { Debug.LogWarning("A renderer was missing a mesh filter and was ignored.", renderer); continue; } var mesh = meshFilter.sharedMesh; if (mesh == null) { Debug.LogWarning("A renderer was missing a mesh and was ignored.", renderer); continue; } newRenderers.Add(new StaticRenderer() { name = renderer.name, isNewMesh = false, transform = renderer.transform, mesh = mesh, materials = renderer.sharedMaterials, originalRenderer = renderer }); } return newRenderers.ToArray(); } public static SkinnedRenderer[] GetSkinnedRenderers(SkinnedMeshRenderer[] renderers) { if (renderers == null || renderers.Length == 0) { return null; } var newRenderers = new List(renderers.Length); for (int rendererIndex = 0; rendererIndex < renderers.Length; rendererIndex++) { var renderer = renderers[rendererIndex]; var mesh = renderer.sharedMesh; if (mesh == null) { Debug.LogWarning("A renderer was missing a mesh and was ignored.", renderer); continue; } newRenderers.Add(new SkinnedRenderer() { name = renderer.name, isNewMesh = false, transform = renderer.transform, mesh = mesh, materials = renderer.sharedMaterials, rootBone = renderer.rootBone, bones = renderer.bones, originalRenderer = renderer }); } return newRenderers.ToArray(); } public static StaticRenderer[] CombineStaticMeshes(Transform transform, int levelIndex, MeshRenderer[] renderers, bool autoName = true, string combinedBaseName = "") { if (renderers.Length == 0) return null; var newRenderers = new List(renderers.Length); Material[] combinedMaterials; var combinedMesh = MeshCombiner.CombineMeshes(transform, renderers, out combinedMaterials); string baseName = string.IsNullOrWhiteSpace(combinedBaseName) ? transform.name : combinedBaseName; string rendererName = string.Format("{0}_combined_static", baseName); if(autoName) { if(transform != null) { combinedMesh.name = string.Format("{0}_static{1:00}", transform.name, levelIndex); } } newRenderers.Add(new StaticRenderer() { name = rendererName, isNewMesh = true, transform = null, mesh = combinedMesh, materials = combinedMaterials }); return newRenderers.ToArray(); } public static SkinnedRenderer[] CombineSkinnedMeshes(Transform transform, int levelIndex, SkinnedMeshRenderer[] renderers, ref SkinnedMeshRenderer[] renderersActuallyCombined, bool autoName = true, string combinedBaseName = "") { if (renderers.Length == 0) return null; // TODO: Support to merge sub-meshes and atlas textures var newRenderers = new List(renderers.Length); //var blendShapeRenderers = (from renderer in renderers // where renderer.sharedMesh != null && renderer.sharedMesh.blendShapeCount > 0 // select renderer); //baw did var renderersWithoutMesh = (from renderer in renderers where renderer.sharedMesh == null select renderer); var combineRenderers = (from renderer in renderers where renderer.sharedMesh != null // && renderer.sharedMesh.blendShapeCount == 0 baw did select renderer).ToArray(); renderersActuallyCombined = combineRenderers; // Warn about renderers without a mesh foreach (var renderer in renderersWithoutMesh) { Debug.LogWarning("A renderer was missing a mesh and was ignored.", renderer); } //Don't combine meshes with blend shapes //foreach (var renderer in blendShapeRenderers) //{ // newRenderers.Add(new SkinnedRenderer() // { // name = renderer.name, // isNewMesh = false, // transform = renderer.transform, // mesh = renderer.sharedMesh, // materials = renderer.sharedMaterials, // rootBone = renderer.rootBone, // bones = renderer.bones, // hasBlendShapes = true // }); //} if (combineRenderers.Length > 0) { Material[] combinedMaterials; Transform[] combinedBones; var combinedMesh = MeshCombiner.CombineMeshes(transform, combineRenderers, out combinedMaterials, out combinedBones); string baseName = string.IsNullOrWhiteSpace(combinedBaseName) ? transform.name : combinedBaseName; string rendererName = string.Format("{0}_combined_skinned", baseName); if (autoName) { combinedMesh.name = string.Format("{0}_skinned{1:00}", transform.name, levelIndex); } var rootBone = FindBestRootBone(transform, combineRenderers); newRenderers.Add(new SkinnedRenderer() { name = rendererName, isNewMesh = false, transform = null, mesh = combinedMesh, materials = combinedMaterials, rootBone = rootBone, bones = combinedBones }); } return newRenderers.ToArray(); } private static void ParentAndResetTransform(Transform transform, Transform parentTransform) { transform.SetParent(parentTransform); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; transform.localScale = Vector3.one; } private static void ParentAndOffsetTransform(Transform transform, Transform parentTransform, Transform originalTransform) { transform.position = originalTransform.position; transform.rotation = originalTransform.rotation; transform.localScale = originalTransform.lossyScale; transform.SetParent(parentTransform, true); } private static MeshRenderer CreateLevelRenderer(string name, Transform parentTransform, Transform originalTransform, Mesh mesh, Material[] materials, ref LODLevel level) { var levelGameObject = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer)); var levelTransform = levelGameObject.transform; if (originalTransform != null) { ParentAndOffsetTransform(levelTransform, parentTransform, originalTransform); } else { ParentAndResetTransform(levelTransform, parentTransform); } var meshFilter = levelGameObject.GetComponent(); meshFilter.sharedMesh = mesh; var meshRenderer = levelGameObject.GetComponent(); meshRenderer.sharedMaterials = materials; SetupLevelRenderer(meshRenderer, ref level); return meshRenderer; } private static SkinnedMeshRenderer CreateSkinnedLevelRenderer(string name, Transform parentTransform, Transform originalTransform, Mesh mesh, Material[] materials, Transform rootBone, Transform[] bones, ref LODLevel level) { var levelGameObject = new GameObject(name, typeof(SkinnedMeshRenderer)); var levelTransform = levelGameObject.transform; if (originalTransform != null) { ParentAndOffsetTransform(levelTransform, parentTransform, originalTransform); } else { ParentAndResetTransform(levelTransform, parentTransform); } var skinnedMeshRenderer = levelGameObject.GetComponent(); skinnedMeshRenderer.sharedMesh = mesh; skinnedMeshRenderer.sharedMaterials = materials; skinnedMeshRenderer.rootBone = rootBone; skinnedMeshRenderer.bones = bones; SetupLevelRenderer(skinnedMeshRenderer, ref level); return skinnedMeshRenderer; } private static Transform FindBestRootBone(Transform transform, SkinnedMeshRenderer[] skinnedMeshRenderers) { if (skinnedMeshRenderers == null || skinnedMeshRenderers.Length == 0) return null; Transform bestBone = null; float bestDistance = float.MaxValue; for (int i = 0; i < skinnedMeshRenderers.Length; i++) { if (skinnedMeshRenderers[i] == null || skinnedMeshRenderers[i].rootBone == null) continue; var rootBone = skinnedMeshRenderers[i].rootBone; var distance = (rootBone.position - transform.position).sqrMagnitude; if (distance < bestDistance) { bestBone = rootBone; bestDistance = distance; } } return bestBone; } private static Transform FindBestRootBone(Dictionary topLevelParents, SkinnedMeshRenderer[] skinnedMeshRenderers) { if (skinnedMeshRenderers == null || skinnedMeshRenderers.Length == 0) return null; Transform bestBone = null; float bestDistance = float.MaxValue; for (int i = 0; i < skinnedMeshRenderers.Length; i++) { if (skinnedMeshRenderers[i] == null || skinnedMeshRenderers[i].rootBone == null) continue; Transform topParent = topLevelParents[skinnedMeshRenderers[i].transform]; var rootBone = skinnedMeshRenderers[i].rootBone; var distance = (rootBone.position - topParent.position).sqrMagnitude; if (distance < bestDistance) { bestBone = rootBone; bestDistance = distance; } } return bestBone; } private static void SetupLevelRenderer(Renderer renderer, ref LODLevel level) { renderer.shadowCastingMode = level.ShadowCastingMode; renderer.receiveShadows = level.ReceiveShadows; renderer.motionVectorGenerationMode = level.MotionVectorGenerationMode; renderer.lightProbeUsage = level.LightProbeUsage; renderer.reflectionProbeUsage = level.ReflectionProbeUsage; var skinnedMeshRenderer = renderer as SkinnedMeshRenderer; if (skinnedMeshRenderer != null) { skinnedMeshRenderer.quality = level.SkinQuality; skinnedMeshRenderer.skinnedMotionVectors = level.SkinnedMotionVectors; } } private static Renderer[] GetChildRenderersForLOD(GameObject gameObject) { var resultRenderers = new List(); CollectChildRenderersForLOD(gameObject.transform, resultRenderers); return resultRenderers.ToArray(); } private static void CollectChildRenderersForLOD(Transform transform, List resultRenderers) { // Collect the rendererers of this transform var childRenderers = transform.GetComponents(); resultRenderers.AddRange(childRenderers); int childCount = transform.childCount; for (int i = 0; i < childCount; i++) { // Skip children that are not active var childTransform = transform.GetChild(i); if (!childTransform.gameObject.activeSelf) continue; // If the transform have the identical name as to our LOD Parent GO name, then we also skip it if (string.Equals(childTransform.name, LODParentGameObjectName)) continue; // Skip children that has a LOD Group or a LOD Generator Helper component if (childTransform.GetComponent() != null) continue; else if (childTransform.GetComponent() != null) continue; // Continue recursively through the children of this transform CollectChildRenderersForLOD(childTransform, resultRenderers); } } private static Mesh SimplifyMesh(Mesh mesh, float quality, SimplificationOptions options) { var meshSimplifier = new MeshSimplifier(); meshSimplifier.PreserveBorderEdges = options.PreserveBorderEdges; meshSimplifier.PreserveUVSeamEdges = options.PreserveUVSeamEdges; meshSimplifier.PreserveUVFoldoverEdges = options.PreserveUVFoldoverEdges; meshSimplifier.EnableSmartLink = options.EnableSmartLink; meshSimplifier.VertexLinkDistance = options.VertexLinkDistance; meshSimplifier.MaxIterationCount = options.MaxIterationCount; meshSimplifier.Aggressiveness = options.Agressiveness; meshSimplifier.Initialize(mesh); meshSimplifier.SimplifyMesh(quality); var simplifiedMesh = meshSimplifier.ToMesh(); simplifiedMesh.bindposes = mesh.bindposes; return simplifiedMesh; } private static void DestroyObject(Object obj) { if (obj == null) throw new System.ArgumentNullException(nameof(obj)); #if UNITY_EDITOR if (Application.isPlaying) { Object.Destroy(obj); } else { Object.DestroyImmediate(obj, false); } #else Object.Destroy(obj); #endif } private static void CreateBackup(GameObject gameObject, Renderer[] originalRenderers) { var backupComponent = gameObject.AddComponent(); backupComponent.hideFlags = HideFlags.HideInInspector; backupComponent.OriginalRenderers = originalRenderers; } private static void RestoreBackup(GameObject gameObject) { var backupComponents = gameObject.GetComponents(); foreach (var backupComponent in backupComponents) { var originalRenderers = backupComponent.OriginalRenderers; if (originalRenderers != null) { foreach (var renderer in originalRenderers) { renderer.enabled = true; } } DestroyObject(backupComponent); } } private static void DestroyLODAssets(Transform transform) { #if UNITY_EDITOR var renderers = transform.GetComponentsInChildren(true); foreach (var renderer in renderers) { var meshRenderer = renderer as MeshRenderer; var skinnedMeshRenderer = renderer as SkinnedMeshRenderer; if (meshRenderer != null) { var meshFilter = meshRenderer.GetComponent(); if (meshFilter != null) { DestroyLODAsset(meshFilter.sharedMesh); } } else if (skinnedMeshRenderer != null) { DestroyLODAsset(skinnedMeshRenderer.sharedMesh); } foreach (var material in renderer.sharedMaterials) { DestroyLODMaterialAsset(material); } } // Delete any empty LOD asset directories DeleteEmptyDirectory(LODAssetParentPath.TrimEnd('/')); #endif } private static void DestroyLODMaterialAsset(Material material) { if (material == null) return; #if UNITY_EDITOR var shader = material.shader; if (shader == null) return; // We find all texture properties of materials and delete those assets also int propertyCount = UnityEditor.ShaderUtil.GetPropertyCount(shader); for (int propertyIndex = 0; propertyIndex < propertyCount; propertyIndex++) { var propertyType = UnityEditor.ShaderUtil.GetPropertyType(shader, propertyIndex); if (propertyType == UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv) { string propertyName = UnityEditor.ShaderUtil.GetPropertyName(shader, propertyIndex); var texture = material.GetTexture(propertyName); DestroyLODAsset(texture); } } DestroyLODAsset(material); #endif } private static void DestroyLODAsset(Object asset) { if (asset == null) return; #if UNITY_EDITOR // We only delete assets that we have automatically generated string assetPath = UnityEditor.AssetDatabase.GetAssetPath(asset); if (assetPath.StartsWith(LODAssetParentPath)) { UnityEditor.AssetDatabase.DeleteAsset(assetPath); } #endif } private static void SaveLODMeshAsset(Object asset, string gameObjectName, string rendererName, int levelIndex, string meshName, string saveAssetsPath) { gameObjectName = MakePathSafe(gameObjectName); rendererName = MakePathSafe(rendererName); meshName = MakePathSafe(meshName); meshName = string.Format("{0:00}_{1}", levelIndex, meshName); string path; if (!string.IsNullOrEmpty(saveAssetsPath)) { path = string.Format("{0}{1}/{2}.mesh", LODAssetParentPath, saveAssetsPath, meshName); } else { path = string.Format("{0}{1}/{2}/{3}.mesh", LODAssetParentPath, gameObjectName, rendererName, meshName); } SaveAsset(asset, path); } private static void SaveAsset(Object asset, string path) { #if UNITY_EDITOR CreateParentDirectory(path); // Make sure that there is no asset with the same path already path = UnityEditor.AssetDatabase.GenerateUniqueAssetPath(path); UnityEditor.AssetDatabase.CreateAsset(asset, path); #endif } private static void CreateParentDirectory(string path) { #if UNITY_EDITOR int lastSlashIndex = path.LastIndexOf('/'); if (lastSlashIndex != -1) { string parentPath = path.Substring(0, lastSlashIndex); if (!UnityEditor.AssetDatabase.IsValidFolder(parentPath)) { lastSlashIndex = parentPath.LastIndexOf('/'); if (lastSlashIndex != -1) { string folderName = parentPath.Substring(lastSlashIndex + 1); string folderParentPath = parentPath.Substring(0, lastSlashIndex); CreateParentDirectory(parentPath); UnityEditor.AssetDatabase.CreateFolder(folderParentPath, folderName); } else { UnityEditor.AssetDatabase.CreateFolder(string.Empty, parentPath); } } } #endif } private static string MakePathSafe(string name) { var sb = new System.Text.StringBuilder(name.Length); bool lastWasSeparator = false; for (int i = 0; i < name.Length; i++) { char c = name[i]; if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c >= '0' && c <= '9')) { lastWasSeparator = false; sb.Append(c); } else if (c == '_' || c == '-') { if (!lastWasSeparator) { lastWasSeparator = true; sb.Append(c); } } else { if (!lastWasSeparator) { lastWasSeparator = true; sb.Append('_'); } } } return sb.ToString(); } private static string ValidateSaveAssetsPath(string saveAssetsPath) { if (string.IsNullOrEmpty(saveAssetsPath)) return null; saveAssetsPath = saveAssetsPath.Replace('\\', '/'); saveAssetsPath = saveAssetsPath.Trim('/'); if (System.IO.Path.IsPathRooted(saveAssetsPath)) throw new System.InvalidOperationException("The save assets path cannot be rooted."); else if (saveAssetsPath.Length > 100) throw new System.InvalidOperationException("The save assets path cannot be more than 100 characters long to avoid I/O issues."); // Make the path safe var pathParts = saveAssetsPath.Split('/'); for (int i = 0; i < pathParts.Length; i++) { pathParts[i] = MakePathSafe(pathParts[i]); } saveAssetsPath = string.Join("/", pathParts); return saveAssetsPath; } private static bool DeleteEmptyDirectory(string path) { #if UNITY_EDITOR bool deletedAllSubFolders = true; var subFolders = UnityEditor.AssetDatabase.GetSubFolders(path); for (int i = 0; i < subFolders.Length; i++) { if (!DeleteEmptyDirectory(subFolders[i])) { deletedAllSubFolders = false; } } if (!deletedAllSubFolders) return false; string[] assetGuids = UnityEditor.AssetDatabase.FindAssets(string.Empty, new string[] { path }); if (assetGuids.Length > 0) return false; return UnityEditor.AssetDatabase.DeleteAsset(path); #else return false; #endif } #endregion } }