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from unity-addressable-importer.
Thanks for sharing your idea. If I understand correctly what you proposed is an importer's importer, by creating an intermediary per-folder setting file (the scriptable object) and use that file's inspector's save/remove buttons to sync with the main addressable importer setting file. This can be a pragmatic practice, what I don't like is that it may bring more inconsistent states because the per-folder importer is only one-way manually synced to the main importer. But it is a design decision.
I agree that add/find/modify the rules matched with the selected folder/files can be painful if you have many rules. Especially if you don't lock the inspector, and trying to click back and forth. I would prefer another approach:
- implement the importer's inspector as a dedicated editor window, so you never have the issue to lose focus.
- add a button to add a rule for your selected asset(s).
- add a filter button to filter existing rules for selected assets(s).
- Of course, this is won't happen recently until the next big UX focused release.
Again, thanks for sharing your idea.
from unity-addressable-importer.
Hello,
my idea is to have scriptable object in each folder that we want to register as addressable, that fills up the rule and post it to main script list too. in the code i have shared it all done and works fine , need a bit of optimization. major ease comes with this is we don't have to worry about filling in each entry manually, also if we are to share addressable with other project its much easier. in my case i have made a folder "AssetData" and within that folder i have sub and sub to sub folders tree, that holds various type of remote/local/ etc assets to be, this work as an extension to your project ,everything else goes via main code. just adding entry happens easier and almost automatic . give it a try .
from unity-addressable-importer.
Yeah, thanks for sharing the code, and that is basically what I described "intermediary per-folder setting file(s)". I'm not going to merge this, but I agree that it can be a pragmatic practice. If you'd like to organize the code base into another extension package you managed, I could add a link to README to mention it.
I will close it for now. But feel free to continue the conversation on this thread.
from unity-addressable-importer.
Thanks,
I will keep it as it now for if anyone stumbling can use it if they feel , will update code whenever i do something new.. For me i really need this method, as i have 1000s of asset, later as i go i will see if i can swap/have different catalog,populate from remote etc. i am not great at managing repo etc so i will just leave it like that.
from unity-addressable-importer.
Sounds good.
from unity-addressable-importer.
Related Issues (20)
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- Missing meta file error at every reload HOT 6
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- UnityEngine.ExitGUIException thrown on Saving the Rules list (Odin related) HOT 1
- [Feature Request] Support the creating of dynamic labels HOT 4
- Overlap UI in Unity 2021.1.1f1 HOT 1
- Group Name Replacement via RegEx Capture - Can't force lowercase group name with \L HOT 2
- StackOverflowException when using AssetDatabase.ForceReserializeAssets()
- if content other res update ,this will make other res not update new address HOT 2
- Import Settings Inspector should be less clustered, clearer separation between rules HOT 4
- Support multiple AddressableImportSettings instances HOT 3
- Can not use this with 2021.2 HOT 1
- SaveAssets called when editing prefabs in a folder with a rule HOT 11
- Checking seems not ignoring folder ends with ~ HOT 2
- AddressableImportSettingsList.RebuildSettingsList is should be SetDirty when using ButtonMethodAttribute
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from unity-addressable-importer.