2022.1.1551.1 Industrial Assets Exporter
Overview
Creates assets for the library that can be uploaded to a local or online environment. Creating the assets lets the user store, share and import assets into any project using the Asset Library.
Where to find
The Asset Exporter can be found in the Prespective menu under Industrial Assets > Asset Exporter.
The default Industrial Asset creation window looks like the following:
Feature layout
Fields | Description |
---|---|
Gameobject | The Gameobject that gets exported as the asset. The asset will contain the gameobject and all underlying gameobjects. |
Ignore Nested Assets | Enabling public class NestedData:SerializedObject
{
// Will be lost
public Gameobject reference;
}
public class NotSupported:MonoBehaviour
{
public NestedData nestedData
} |
Override Versioning ID | Enabling this will create an asset with a specific id. When enabled this will show the ID field where you can input the ID that the asset will use. |
ID | The ID of the asset. This needs to be set to an alphanumeric 32-character string. Setting the id to the same id as a previous asset will identify it as the same asset and will show the new asset as a different version. |
Name | The name of the asset in the library. This also defines the name that the new game object name will have when adding the asset to the scene. |
Version | The version of the asset. Should be in the format of numbers separated by dots. Examples:
|
Category | Select the category of the asset by selecting a value from the dropdown. |
Add new category | To add a new option to the category dropdown add the category name in the inputfield and click the
|
Prespective Version | Selects the assets Prespective version so it knows how to upgrade between Prespective versions. This dropdown only shows up when the current Prespective can’t be found. If it knows the current version the value will be set automatically to the current version. |
Export | Export the asset. |
How to use
Create an asset that you would like to save in the library in the scene.
Open the window by going to the Prespective menu and opening Industrial Assets > Asset Exporter.
Make sure that the height (y value of the transform) is set at the desired height when importing. The height of the original GameObject is preserved when the asset is imported.
Select the object to export by dragging the game object into the
Select a Game Object to export
field in theAsset Exporter
or click the selector icon in the field to select it.Enable
Ignore Nested Assets
when you want to ignore the nested assets and export it as a single asset. Leave this unchecked when you want the nested assets to update automatically when the nested assets are changed in the library.Enable the
Override Versioning ID
when you want to set the ID of the asset. Setting the ID will allow you to create a new version of an existing asset. Enabling theOverride Versioning ID
will show the ID field.
By default this option is disabled and exporting will automatically generate a new ID.
The ID of any asset can be copied by right-clicking an asset and selectingCopy ID
. TheCopy ID
will show the data of the assets in a popup and copy the ID to your clipboard. You can then paste the ID into theID
field.Change the
Name
field to define the asset name. TheName
field defines the name in the library and the name of the generated GameObject when dragging the asset into the scene. Note that when a GameObject is selected in theGameObject
field, theName
field will be set to the name of the selected GameObject.Add the version by changing the
Version
field. The version field will use1.0
by default when left empty. TheVersion
field supports a version of numbers separated by dots.
Examples:1.0
1.1.1
27.1.102.0
Select the category by clicking the
Category
dropdown and selecting the category.Categories can be added to the category dropdown by adding the category name in the
Add New Category
field and clicking theAdd
button. This will only add the category to the category dropdown. The category will not be saved until an asset with that category exists.
Subcategories can be added by using a forward slash to separate the categories.
An Asset, added under the category Shapes/Cubes, will be shown in the library under the category Shapes and its subcategory CubesChanging the
Prespective Version
is only shown when the Prespective version cannot be found. The dropdown sets the Prespective version in which the asset was built. The version is used to upgrade between Prespective versions.The
Export
button exports the asset, saves it on the local computer and replaces the GameObject with the asset from the library.After a successful export a success message is shown that says
Successfully generated the package
. ClickOk
.The library will now show the exported asset.
Prespective Documentation