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Custom Unity-BlenderToFBX.py in version control?

Discussion in 'Asset Importing & Exporting' started by EiknarF, Aug 24, 2017.

  1. EiknarF

    EiknarF

    Joined:
    Apr 28, 2011
    Posts:
    139
    I changed my Unity-BlenderToFBX.py file quite extensively.

    I was wondering if its possible to have this with the project and not the editor folder(C:\Program Files\Unity 5.6.0b10\Editor\Data\Tools\Unity-BlenderToFBX.py) so it can go in version control so other team members can use it and it can survive unity updates.

    Thanks
     
  2. OscarLeif

    OscarLeif

    Joined:
    Jul 17, 2016
    Posts:
    68
    Anyone know about this ?
    It will very helpful to include our own custom importers.
     
  3. halley

    halley

    Joined:
    Aug 26, 2013
    Posts:
    1,863
    You can create whatever folders you like outside the Assets folder, and Unity won't care. Add a Tools folder next to Assets for all kinds of shell scripts or Blender add-ons or other useful small programs. I would also put in a script which takes those tools and installs them in the right folders after a Unity update.

    I tend to create a Prototypes folder for asset development which Unity doesn't know how to deal with, like Speedtree design files, GIMP XCF texture template files, or STL original meshes before I convert them to FBX.
     
  4. OscarLeif

    OscarLeif

    Joined:
    Jul 17, 2016
    Posts:
    68
    Well that's actually what I''m doing right now I create a custom blender importer file,then replace the original. But if we can have a Tools inside assets folder where it override the original importer would be great :D
     
    spiraloid likes this.
  5. spiraloid

    spiraloid

    Joined:
    Aug 11, 2015
    Posts:
    7
    this is a brilliant idea.
     
  6. forestrf

    forestrf

    Joined:
    Aug 28, 2010
    Posts:
    207
    Whatever560, OscarLeif and EiknarF like this.
  7. Whatever560

    Whatever560

    Joined:
    Jan 5, 2016
    Posts:
    405
    forestrf likes this.