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Question What is "Asset Pipeline: Implemented accessor for saving data to .meta files"

Discussion in '2023.1 Beta' started by Prodigga, Nov 20, 2022.

  1. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,094
    Title.

    Cant find any information about this.
     
  2. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    6,024
    Maybe an easier way to write stuff to the .meta's userData? Right now you have to grab the assetimporter and do a bunch of wrangling.
     
    Prodigga likes this.
  3. Unity_Javier

    Unity_Javier

    Unity Technologies

    Joined:
    Mar 7, 2018
    Posts:
    141
    Hi!
    This is my release note :)
    So, it should not have been a public note, but here we are!

    The issue that it addressed was that all over the codebase we had misc. string manipulations to edit some YAML which would result in the contents of a .meta file. When the new AssetOrigin feature (for the Asset Store) needed to add a new optional field to the .meta files, we went ahead and took that opportunity to tidy up the codebase and have a single class that would allow for the creation of the contents of a .meta file.

    Instead of having code sprinkled throughout the codebase that was appending strings in a (hopefully) YAML format, we now go through a single point of entry where we can clearly define what fields should be present in the .meta file, and do a final call to generate the string that represents the .meta file.

    Its not a user facing change, but more of a code cleanup change.
     
    WinterboltGames and Prodigga like this.